Hi, UE4.27
Regarding Epic’s node Function: [NormalFromHeightMap]. It has a tooltip for the [Height Map Channel Selector] pin: “If the green channel is preferred enter (0,1,0,0)” [as the connected v4 value].
But this does not work. Connecting a V4, and setting Red channel = 0, and green = 1 does nothing – because R and G still show in the calculated result (all channels show). I want to exclude R channel (a gray packed texture), and only get the Normal from G channel (a gray packed texture).
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And actually I need to set Alpha to 1 (not 0) for any bump effect to display: (0,0,0,1). So what is wrong and how to fix? Please help with pics when possible. Ty.
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Goal: I want to use only the Green channel of an existing Packed channel texture – to make a Normal.
Problems:
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NormalFromHeightMap node only accepts a Texture Object (only 1 output pin), thus I cannot connect just the Green output (as with a Texture Sample node). Thus I rely on [NormalFromHeightMap’s] instructions which say it is possible to only use the Green channel… But this is not working.
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As it is now (with all channels getting calculated) – it messes up the Normal because Red channel is getting used, which I do not want (R is a non matching gray scale image).
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I dont want to manually save just a copy of the Channel Green data (grayscale) in another texture file using Photoshop – because 1) I will have 50 of these, too much extra work, and 2) I’m already using this packed texture in the Material formula as something else (meaning I want to reuse without adding another texture = memory use).
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I tried editing a copy of the [NormalFromHeightMap] function. I set the [Input Height Map Channel Selector (V4)] to 0,1,0,0 (green on, red off). But this still displays R,G,B,A as the result when used.
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I can’t even connect the top pin (all 4 values) of a V4 node (Vector Parameter) – to the input pin of [NormalFromHeightMap] node – because it says error: Cannot cast from float3 to float 4. . How is a V4 a float 3 when I’m using the Top pin (all 4 values)???
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Should the Packed grayscale Texture (used in the Texture Object for computing Normals from Height map) be set to compression of sRGB on, or LinearColor, or doesnt matter? Ty