If youâre looking for on/off (no alpha blending), then you can have 256 materials just by using each RGB value for a different material.
If you want to blend them, then youâre out of luck because Cyan is a mix of the Green and Blue channels from RGB, and thereâs no way to tell whether you meant to mix the G and B textures, or if you wanted the Cyan texture⌠And even then, no way to tell what you wanted to blend the Cyan texture with.
Well, technically thereâs a way. Softwares like Substance Designer can extract any shade of a Clown Mask (Color ID Map) and apply itâs transformations on it.
I guess there should be a way to create a node that act like âThresholdâ but for a Float3 instead of Float1.
making a dot product betwen the texture and the desired color will give you a mask. apply a power node to that and you can adjust your threshold(dont forget to clamp the result). not perfect, but easy and fairly cheap.
Hi ,
Thank you for posting this. It is exactly what Iâve been looking for. Can you explain your node flow here? I understand the majority of it, but I am not sure what nodes youâre using for the âInput ColorID Texture(Vector3)â, "Input Color Masked (Vector3), and the â1-xâ. I appreciate any help you can give me!
You might also benefit from this function I made. Itâs like an âifâ node, except you can have a âsoftâ blend, it supports RGB inputs, and is a **lot **cheaper than using three âifâ nodes. (I havenât checked it in a while, you may have to open it and set the âgradient inputâ to vector3 to get it to work with RGB)
If anyone is still looking for a way to use a color ID mask in Unreal you can find a color ID mask function (any color) as part of Extileâs non repetitive tiling material here: