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Color ID map and separate controlling of roughness

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AlexandrL polycounter lvl 6
Hi guys :)

I have some model with separate parts (on single mesh) which i want to separately paint in different color and have separate control of roughness.
I create 4 channel (R, G, B, Y) color id map. Use "mask" nodes and separate black and white masks of all 4 colors.
Using that maps as alpha in 4 lerps i easilly implement separate control of colors, but when i starting to implement same thing for roughness - im stuck. Controlling of roughness of some 1 part will always affect all other channels. And i cant really understand why :/

How to setup material correctly? 

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