Hi everyone again
I have a material that uses “Texture Sample Param” hooked into the “base color” pin of the material result node to display the texture on the actual actor, eg:
Specific areas of this texture (painted in green, #00ff00) should be emissive, so I was hooking up the “G” output pin to the emissive input pin of the material result note. However, ALL green colors are affected by this and therefore emissive, which I don’t want.
Is there a way to exclude all other greens other than #00ff00? Or what would be the correct approach?
Thank you for your help in advance,
Chris