![]() ![]() You can create a texture mask in any 2D image manipulation program. In fact, this image file contains a different black and white mask in each of the four color channels (RGBA). Here is an example of what the Texture Mask for the SM_Chair Static Mesh from the Starter Content looks like. Technically, any channel of any texture can be thought of and used as a texture mask. This is called channel packing, and is a good way to improve Material performance by reducing the number of texture samples required by the Material. In other cases, a single image file often contains the Roughness, Metallic, and Ambient Occlusion masks, each one occupying a single channel. Masks are frequently contained within a single channel of another texture, such as the Alpha Channel of the Diffuse or Normal map. This tutorial covers how you can use texture masking inside your Unreal Engine Materials.Ī Texture Mask is a grayscale texture, or a single channel (R, G, B, or A) of a texture, used to limit the area of an effect inside a Material. When creating 3D assets, you might find that you need the ability to define different surface types within the same Material.Ī simple and cheap way to achieve this is to use a Texture Mask that defines which parts of a surface should be affected by which section of the Material.
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