I figured it out for the most part. Could still use some work on the blending procedure. The masks don't quite work the way I want them to but it's good enough for now. I want a height blend effect on things lower than the brick surface but also I want plaster to cover the bricks at a certain point. And where there's a brick partially covered, I want a realistic transition rather than a gradient.
Anyways, I made it into a MF so I can re-use it. It takes a single vertex color, 0 to 1, splits the range up by the number of materials you have (expressed as MAs) and blends with an opacity based on your position within the range. If your VC color is 0.15 and you have 4 MAs, then it selects the first (bottom layer) MA and blends it at 0.6 opacity with the next layer. It also has masks so you can get a more natural blends. And you still have two (or three) whole VC channels to use for other stuff!
35 years ago, 26th of April, one of the worst nuclear disasters happened
at Chernobyl's reactor #4. The clean up crews, named “liquidators”,
were award this medal for their part in the process that followed.
This was a short experimental project to explore elements of macro artwork. I have added a load of breakdown images for students on my ArtStation.
If you do decide to start something new, just do a complex hero prop. Much more manageable and will be an easier way to focus on making something high quality.
I've been studying 3D geospatial landscapes recently, and made a guide on how to use the Cesium for Unreal plugin to set up terrain, lighting, atmosphere, and volumetric clouds. Below are of levels I made using data from the Grand Canyon and the Alps. Detailed breakdown here.