I vaguely recall a couple tutorials about how to add randomness to tiled textures in UDK. For example to darken floor tiles in semi-random patterns. I think one was in a steam room, created for one of the contests here?
Anyone have any links for tutorials like this?
Not just vertex blending between a couple maps, but adding automatic variation via some material magic...?
Replies
Chris Albeluhn - UT3 - Adding variation to a repeating texture pattern
Chris Albeluhn - UT3 - Adding Brick Variation
Chris Albeluhn - UDK - Mesh Position Offset the Materials Texture
I recall another one about a wood fence material, but I can't seem to find it.
The Object Position Offset is a really cool technique as well. I do really like Tor Frick's Vertex Painting method, but it sounds like that's not what you're looking for.
I worked with some folks awhile back that were able to create variation in foliage by plugging in a WorldPositionOffset to a range of greens (I assume it was clamped and component masked) and multiplying the resulting vector onto the actor's diffuse.
I dunno if any of that information is super helpful but maybe you'll get some ideas out of it.
http://wiki.polycount.com/Multitexture