Color Blending on a Texture Object Parameter

Hi there!

I’m trying to have a VectorParameter (just a color in this case) blended with a texture, but I’m using a TextureObjectParameter at the moment and I don’t see how to change it’s color.

You can see the TextureObjectParameter which feeds into Texture Object (T2d), after that it would go into a lerp. What I need is a way to change the color of the texture before that happens.

Is there some way to colorize the Texture with a VectorParameter prior to the lerp?

Thanks a lot for your help!

yep just multiply the output of the world aligned texture with a vect3 param.

I already tried that… but now I found the solution, it seems that when using a component mask you need to use the alpha channel as well

I found the solution, it seems that when using a component mask you need to use the alpha channel as well

I thought the alpha was not needed??

EDIT: @ expose

So I’ve made a screen shot of the error that occurs. Apparently you can only use multiply directly when using a WorldAlignedNormal Node, if you’re going to use a WorldAlignedTexture the multiply will throw an error. You have to use a component mask (RGB) and append the alpha before you can multiply!

Does anyone know why this is so and what this error means?

Thanks a lot!

Why the down vote? is this not the correct solution?

well here the mask component is totally useless as the append node

If I only use the mask there is an error message. Really, I’ve tried everything and this was the only way to make it work without getting an error.

well the problem might be somewhere else, if you want open an other thread or send me a PM with screenshots and error message and i ll help ya.
nut here, the mask only keeps 3 channel, chosen in 3 channels, that means the input = output so …

I have managed to look into this issue again and I must say your are wrong to say “the mask component is totally useless as the append node” I have tried it again and made a screen shot of it, I have to change the acceptance of the answer because I provide more information than you did. Correct me if I’m wrong but the error does occur and the mask component as well as the append node are indeed necessary for it to work… I have updated my answer accordingly.

hi gull!
the problem you have here , is you are using a float 4 output (rgbA) from the world align texture, with a float 3 from your parameter. just append the alpha and you ll have float * float 4

and i m not sure you need to output float4 here, as there is no alpha in your texture object

Very well, thanks a lot, I can see now that the RGB mask component was in fact useless, sorry about that. If you want you can put your screen shot and your answer in your previous post and then I could mark your answer as the accepted one instead of mine, but that’s up to you… Thanks again!