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UDK - Isolating gray-tone texture into mask

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DriveJunky95 polycounter lvl 7
So right now I've got a quadrant test texture with

0,0,0 black
64,64,64 dark gray
191,191,191 light gray
255,255,255 white

NH7IaKC.jpg

I've been able to isolate the pure black and pure white into mask textures but I'm having trouble creating a chain that will isolate/turn the dark and light grays into their corresponding solid black/white masks. Any ideas?

I've tried playing around with a lerp, maybe that will be it?
I can't use the If node with 255 R,G,B and Black/White constants because this will be in one of the RGB channels of a .tga




EDIT: Here's what I've got so far. If there's something I can do to make this drastically more efficient please let me know. Under the texture properties: Deferred compression, nomipmaps, and what really fixed an issue was a seam I was getting between each black/white block was fixed by setting Filter from Linear to Nearest.

Related thread that I used: http://www.polycount.com/forum/showthread.php?t=102848

lBCww5J.jpg

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