This week i'll show you how material masking works:
Within the default UE4 level you can find the model called chair. In the material editor, we can see that it doesn't have the one map that drives the base color like traditional material uses, this network uses RGB masking to tell what channels will be used to create the color in the different parts of the chair.
As we can see the only texture samples we have is a normal map and a RGB map.
in the RGB map the texture sample actually has 5 different node outputs, the overall texture, the RED, GREEN, BLUE and Alpha channels. in this chair only the RGB colors are used.
3 different color of the materials has being changed, we have the metal frame , the black lining, and the yellow seat padding.
In order to link the colors back, they used a lerp function that allows for the different colors to link up. Its kind of like layers in Photoshop so if the areas of the layer has nothing it will not impact the layer underneath it.
Within the default UE4 level you can find the model called chair. In the material editor, we can see that it doesn't have the one map that drives the base color like traditional material uses, this network uses RGB masking to tell what channels will be used to create the color in the different parts of the chair.
As we can see the only texture samples we have is a normal map and a RGB map.
in the RGB map the texture sample actually has 5 different node outputs, the overall texture, the RED, GREEN, BLUE and Alpha channels. in this chair only the RGB colors are used.
3 different color of the materials has being changed, we have the metal frame , the black lining, and the yellow seat padding.
In order to link the colors back, they used a lerp function that allows for the different colors to link up. Its kind of like layers in Photoshop so if the areas of the layer has nothing it will not impact the layer underneath it.