Re: Clamp Greyscale Texture Min / Max
Posted: Sun Feb 25, 2018 3:54 pm
jake.carvey wrote:Lars,
Thanks - I will check yours out as well!
Already tried the separate image mask strategy, but we need more than 16 masks per shader.
The issue is with the UV's, I couldn't find a way adjust the UV coordinates of a texture that's shared through a Local Var. Each separated UV "section" requires a unique Texture Sample?
Luckily Ricardo's last shader example put me on the right path - I will have the new shader built tonight and will share it here!!! it has a few unique requirements, but I can live with that.
thanks!
Looking forward to the final result!
You actually sample once and use other Texture Sample nodes as references.
Thanks!