okie dokie. first off.. i think you are confusing kismet with the material editor. like the material editor (and the post process editor and the animtree editor and maybe some others).. kismet is node-based.. which is where i am assuming your confusion of this comes from. now anyway, this is a topic that i guess is great…
Nitpick: Save instructions by using a Component Mask RG (Utilities - Component Mask) instead of multiplying by 1,1,0. And if you want this to be more flexible (although more Instructions): Get a Component Mask for RG, add a Multiplier to it with a Scalar Param "Normalstrength" and Append the result with the Blue channel…
absolutely. using add/multiply works like it does in photoshop (add being screen). so if you think of your textures as just numbered information.. taking an AO map (mix of black and white.. or 0-1), and add 1 to it.. it will become white.. or if u multiply it by 0, it will be come black. but now if you multiply your AO by…