I'm trying to set up a Material that I can set the color of each channel individual through a color mask. I figured that much out however I'm trying to add them back together.
It will work initially however when I change the color of one channel it will start to affect the others.
I can't seem to find a node that will allow me to mix these different channels together.
I don't have Unreal available at the moment, so I can't give you a screenshot, but I try to describe it.
Instead of multiplying the color, you could just use a Linear Interpolate
node to combine them one by one.
You plug the result of Mask(R)
into a Linear Interpolate
node as its Alpha
. You then plug the color you want the R
channel to be into B
. You then create the next Linear Interpolate
node and plug Mask(G)
into Alpha
and the result of the first Linear Interpolate
into A
, the color you want the G
channel to be into B
. Proceed with the next node until everything is covered.
How does this work?
Linear Interpolate uses linear interpolation to map the values between 0
and 1
to whatever you plug into A and B. You can think of the Linear Interpolate node as a filter for a mask. If you want to combine two shapes onto another, you plug your mask-input into Alpha
and everything in B
will be seen instead of A
when the mask is 1
. You can read more about this in this article. You will find a lot of essentials under "Math Signed Distance Fields - COMBINE, BLEND, AND MASK SHAPES".