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
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
Replies
max(abs(x-y)*-z+1,0)
x being your texture
y being your desired b/w value to mask
z being the steepness you want the peak to have
Just shift around the y value to your desire.
@Xendance: would totally use a RedGreenBlueBlack split texture with an If node if I could - this texture is going into maybe a blue or alpha channel of another texture