Hi guys, I’m new on BBL, I have 2 questions if someone have clues it will be really appreciated！
1, in UE4 all the colors I can adjust are HSV, which if I set a very high value for the V component than I’ll get a very bright area in the final output, I’m wondering is there similar option or workflow in BBL? because use V to control the light intensity is really convenience!
2, in UE4’s material editor the customized shader code are finally connected to the PBR slots, for example
float s = sin(iTime * n) + 1.;
// and this ‘s’ variable will be connected to the ‘emissiveColor’ slot to get a blink effect.
what is the right way to do this in BBL? should I use a dynamicTexture to draw things dynamiclly and set for pbr.emissiveTexture? but I think this way I can’t use shader code…
or I should combination all the exist PBR shader code with my own code to generate a complete new shader material? but this way I think it’s a bit complex and a lot work to do…