Actually i have concern regarding modular walls in UDK and I'll try to make it as simple as i can:
When we make modular walls it results in having few objects that we can merge in scene to quickly make buildings of various shape and size and its really cheap on resources as it only uses one texture sheet of reasonable size tiled instead of one mega big texture, what concerns me is actual repetitiveness of objects
Lets say we have brick wall with window, when we make material for it and use it on actor it makes all of those actors look exactly the same, so if we have brick X that has more detail and catches the eye quite a bit then quite fast whole illusion of variety fades of in the instant.
What i was wondering is:
Would it bet possible material with value that could be adjusted separately for each objects?
Lets say adding texture blend with a cloud for transparency effect and parameter for X/Y texture panning that wouldn't be bound only to data from the actual material edit but the parameter could be changed directly on the mesh
Example
Object 1
X 0 Y 0
Object 2
X -50 Y -25
Object 3
X -50 Y 30
If something like that would be possible then i wouldn't have to create multiple materials to keep variety between objects, though i really couldn't find any tutorial related to it.
PS.
I know that material should be made in such way that it doesn't have any spots which make tile spotting easy but that's not exactly what I'm relating to
Replies
Look into vertex paint for udk and ue4.
or to do what you want, you can make your mesh a bluprint, that feeds different values into the instanced material for each copy. these values can be used to adjust the UV offset.
http://www.chrisalbeluhn.com/UDK_Asset_Position_Offsets_Texturet_Tutorial.html
(watch the gif at the end to see how it works in real time)
You could also go for a more complex material that uses both vertex painting and texture offset. Tuned right, you could make it look rather amazing.
Cheers!