RGB Tint/Texture Mask

Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
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megapunchself
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Joined: Tue Aug 14, 2018 5:34 am

RGB Tint/Texture Mask

Post by megapunchself » Tue Aug 14, 2018 2:01 pm

some games and engines are using rgb/rgby tint/texture mask to create a "customize" system for players change character's colors and after be storaged in a server or game data

i just realized that the albedo is gray, the models got normal map, spec, emission n metalic/metalness texture

unreal and unity got tutorial in docs and wikis, a game example of use this is warframe (evolution engine, peoples are saying dat is c++)

its works with ogre (any version) or just 2.0+? how it works with ogre?

i don't know if i can post links but, here is the example and a tutorial video "how it works on the evolution engine (warframe)", i suppose use 2 textures for it? the rgb texture and a alpha texture (last video minutes)?:



https://polycount.com/discussion/160512 ... ubmissions

so the color changer will change each rgby color
0 x

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