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Mutable for Unreal Engine 4 | Texture Layer Node
Updated 470 Days AgoPublic

imagen.png (178×182 px, 17 KB)


Combine multiple textures into one.

Use Cases

Create a cloth pattern with independently modifiable colors mixed

Node Properties

imagen.png (213×314 px, 13 KB)
Layers (array): Add one for each texture to blend to the base texture.
Effect (array element blend mode dropdown): Blend mode that is used to mix this layer with the rest. It's applied to the result of blending the previous layers with the base texture. Layers with smaller indexes are blended first.

If the blend mode is "Modulate", and no mask is provided, this layer completely overrides the base texture and any layer with a lower index, so it's not recommended.

Input Pins

Layer (index): Texture or color that is blended with the effect chosen at the node property with the same index. One appears for each element in the Layers array node property.

This texture pin is special, it can also take Color input directly. If the input of this pin is the result of a texture from color node, passing the color directly improves performance! This is okay:
ok.png (130×571 px, 28 KB)
But this is perfect, as it gives more performance:
imagen.png (130×375 px, 27 KB)

Mask (index): This texture controls the zones that are affected by the layer with the same index. White means full effect, black means no effect, grayscale partially applies the layer. One appears for each element in the Layers array node property.
Base: Base texture upon which all layers are applied, from lower index to higher index.

Output Pins

Image: Texture image resulting of blending all layers, from low index to high index, applying the corresponding effects to each layer limited by the corresponding mask.

Last Author
Last Edited
Jun 12 2020, 1:41 PM

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