Hello,
Im using a UDIM for a skeletal mesh.
The face has 7 different textures.
And I’m masking each tile out in a single material to apply different effects like hue shifting, or using vector colour for whole tiles etc.
I’m just doing IF statements against the isolated U and V channels in texcoord as the alpha to a lerp.
Its working great.
I get to tile number 5 which is 1011 Or (U0, V1)
The first tile in the next row.
I apply the format but this time I cant get the mask to show up.
I know The UV and textures are fine because if I just plug the texture straight in to base colour everything is where it should be.
Can someone elude to me what I’m not understanding?
I have thought about UV wrapping but not sure how or where this is applied or how it alters UV Space to apply maths to it.
This is a healthy mask
This is the problem mask the Eyelashes should be White
Here is how the mask is achieved.
The values in the IF are saying anything before 0 and after 1 in U space should be 0 and anything in between is 1
Then anything before 1 and after 2 are 0, in V space and anything between 1 and 2 are 1.
Which is visualized poorly like this: