Hello, I think this will be a simple yes or no question, and the how will likely be simple too.
In 3DsMas its very simple to do but in the Material Editor I have no idea where I get the light values and use it as a mask between two textures.
In here you can see in the first box it has a texture for darkness and one for light, then the second box is defining the thresholds, it could be a soft gradient or a sharp cut.
I use this result for both the base color and the emissive color and that’s its.
How can I manage to pull this off in Unreal?
Thanks
