
In this tutorial, you'll learn how to set up a way to adjust different parts of a texture independently, without affecting the rest of the surface.
As an example: a brick wall where you'll need to adjust the brick and the grout separately but this can be done with any surface type.
This method relies on texture masks, Multiply nodes and Linear Interpolate (Lerp) nodes.
Let's begin.
A flat plane with a Material Instance applied.

Also a separate texture that will act as our mask. You'll need a mask to define which parts of the texture you want to change and which parts will be unaffected.

Masks can be created in Substance Sampler, Substance Painter, Substance Designer or Photoshop.
The usual approach would be to plug the original texture into Lerp A, a color into Lerp B and the mask into Alpha.

This works, but it has a big downside: the moment you create the parameter, you are already forcing a color change (even if you try to match the original).

The default state is no longer the pure texture.
But we want the default to be 100% untouched texture and only applying changes when we need it.
Step 1: Control the Brick Color

You now have the first setup for controlling one part of the texture through a mask, in my case it is the brick color:

Step 2: Add Grout Control
Now start adding controls for grout.

You now have control for 2 parts of the texture. In my case, color of the brick and grout.
This exact node structure can now be used for any other Material setup you have where you need to control different parts of the texture, individually.

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Learn more for how to use UE5's Material Editor from scratch and start creating usable Materials for your environment assets. Get "UE5 Master Material Creation" tutorial course
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