I'm having trouble working out the correct combination of nodes to effectively green screen a texture, I've been using 100% magenta as a block color on the UV sheet to indicate a texture I want to be replaced via the shader settings but I've yet to find out a way to convert magenta areas of a sheet into a mask before…
I'm new to Shader FX in Maya and 3dsmax so I'm not really skilled enough to say, and the tutorials or guides for it are woeful and completely non existent. I understand how to make a greyscale emissive map and multiply it with a colour value to make different glowing lights and such but was hoping to just have a diffuse…
I did something similar in a past job, where we used the alpha channel to define masks for three team colors. Each mask used 1/3 of the range within the alpha: 0-85, 86-143, 144-255. Here's an example with just two ranges instead of three, made with the old Shader FX in 3ds Max. Might give you some ideas. I can probably…
My intial idea is, compare color A to color B and feed that output to a lerp node which lerps between the unmodified texture and the modified texture(or straight up solid team color). ShaderFX is still quite new to me. But from what I see, when it comes to creating this with the set of nodes available it's clunky.
It has an if/else node but it's a little outside my understanding without a flowchart of what I'm trying to get out of it. Not sure how to set the condition to "if this RGB value, set to this RGB value" which is seemingly more complicated than I expected. Honestly just wished the documentation was far more detailed. Edit:…
disclaimer: i havent used shader fx but i presume it has similar options to unreal... i presume you cant do something as simple as an if node? if not then there's a dirty hacky way to do it - multiply your blue and red channels together and you'll have pure white where you had pure magenta. multiply this output by 100 then…
I would suggest vertex colors too. Getting ranges of an image is okay but you run into a lot of filtering and compression problems. Another thing you might be able to do is an atlas alpha (though you might run into filtering problems again. There are ways around this)
Thanks for this direct response! Might be useful to set up a UDK style community wiki? Just spitballing ideas - I'd love to be able to contribute after stumbling on successful node graph layouts! It's an excellent bit of software and having done basic GLSL before I'm glad I don't have to touch it as much any more. Keep up…