Quick question for you polycounters:
Is it possible to isolate the mid-gray color in this image?
I've used power nodes with exp to isolate the white pretty easily:
but now I want to 'subtract' the white and keep the mid-gray. I can't use a OneMinus to invert either, because I need to keep the black border, black. This is what happens:
*EDIT* Is there no way to take all the values from 0.5 to 1 and make them 0 while leaving everything that is 0.49 to 0.01 alone?
For the curious.. I'm trying to use the green channel in my image to control 3 different areas of my button. I want to be able to have an access granted area (top left), access denied (bottom left) and the main area to the right. All being able to be controlled through kismet.
Thanks in advance,
Tony.
Replies
Looks like the way I'm doing it creates nasty edges on all of my 'masked' off areas, especially when it's all glowing. There has to be a better way to do this.
I'm trying to go all Tor Frick on this texture and it's not really working out.. I'm going to chalk it up to my noobness in UDK - 2 months
Any help would be appreciated.
Thanks,
Tony.
So that really simplified the chain, but I'm still having issues around the edges:
Maybe it's just not possible. I don't know much about it, but is this a mipmapping issue?
Thanks again,
Tony.
And thank you!
https://dl.dropbox.com/u/59589536/MiniDisplay_Test.upk
http://udn.epicgames.com/Three/MaterialsCompendium.html#If
http://udn.epicgames.com/Three/MaterialMasks.html
Split your mask texture into solid areas of red, green and blue.
Import it as a tiny image with no filtering, UI compression (should require 4x4, tops)
Multiply your three areas with the three channel intensities.
EDIT:
http://www.smallfiles.org/download/1497/JamesWild_Masking.upk.html