CheapContrast and Implicit Truncation of Vector Type
I have a material in which I take a texture (which is generated in realtime by a blueprint), blur it and increase the contrast. I want the result to serve as a displacement map for a tessellated surface. However, no matter what I do I get a load of errors. I suspect the four errors at the bottom are because of the two at the top.
I've tried using a MakeFloat3 node, putting the CheapContrast result into X and a Constant1 value of 0 into Y and Z. I've tried using CheapContrast_RGB as well, and various combinations.
I'm flummoxed. Can anyone please help?
asked Apr 26 '18 at 12:51 PM in Using UE4
Because the node network, that goes into your append node is not scalar, but a vector?
answered May 13 '18 at 03:44 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here