Hey, is there a way to edit the parts of the material that are in the negative UV space? I have hair cards with an applied flow/tangent map and I want to flip the red channel of any cards that have been flipped. I've been doing this by giving those flipped cards a red vertex colour and in Unreal, using the red vertex colour channel to flip the red channel of the tangent map.
But, my life would be easier if I could just offset the cards into negative UV space by 1, then access those cards in Unreal and flip the red channel. As I understand it, the groom asset doesn't use vertex colours, so this would be a good solution? Is this possible?
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edit:
knocked an example up in designer instead. this will give you a white mask where either axis is < 0 (range is -3 to 3 in the example image)
This is what I have feeding into the alpha of my "flip" node and it just seems to be flipping everything, not just the UVs in negative space.
replace the texture node with a texcoords node
replace the swizzle nodes with component masks (one just R, one just G)
and you'll get a black and white mask
Top row of planes are in negative UV space with UVs flipped causing the mismatch with their flow map.
With your method of using negative space as a mask! Thank you!
Sorry @Alex_J I completely forgot to respond. Yes, I could have done this in a 2nd UV channel, my brain just went to trying to get negative space masked out. My current material is using the second UV channel as a "dye mask" and I don't really want to bring in more channels than I need. Thank you again though, it is a totally viable way of doing it.
I can imagine there might be some issues with the numbers in the material editor vs designer. the uv coords may even be flipped vertically.
I have a much more robust version floating around at the office that allows you to specify exactly which UV tiles go into a mask but I'd have to sit down and make it again to have any idea what goes on in there