Yeaaahhhhh, here’s another idea since you understand textures so well. You mentioned using rgb, could you do a fun tutorial for texture packing with those values. Can’t find anyone cool like the things you do.
Texture packing would be done in something like Photoshop, just put your masks in the different channels and then you can use them however you want. Or do you mean something else?
@@Procedural_Minds well I’ve seen some people use the rgb values to use different textures for things but I guess that what you did here. I see my mistake then. This is very cool though thanks!
Can a version of this method be use to cause a per instance random texture offset for tiling textures? Importing Datasmith scenes from CAD software creates so many blueprints and instances, wood textures get repeated all the time and they look terrible. Automatically applying a random offset would make them look much more realistic.
If it's an actual instanced static mesh when it is brought in the yes. If it's blueprints then no, for that you'd want to use the world position to offset it. But in either situation what you want is definitely doable.
@Procedural_Minds after converting to version 5.3, the node showed up. Maybe it was something added after 5.1, or maybe there is a less obvious way of getting or doing something similar to that node in 5.1.