Hey polycount.
I was wondering if anyone had any experience and/or knows if it is possible to blend substance textures within Unreal 4 engine. For example, if I created 3 separate substances, each with parameters exposed that I can manipulate within the Unreal engine, and then created a vertex blend material with RGB channels for a total of 3 substance materials painted on the same mesh, is this possible?
So far I have it set up like in this quick Epic tutorial
https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Modes/MeshPaintMode/VertexColor/MaterialSetup/3Way/index.html and I have the texture painting working fine. I also have 3 substance materials with parameters exposed that I can individually change. The problem I run into is being able to combine the 3 substance materials into one Unreal material, and then still be able to change all their parameters individually.
For example... I have a metal material that I want to be able to change the roughness of, a paint material that I want to be able to change the color of, and a water material that I want to be able to change the normal intensity of, and I hope to be able to paint all three of these different components on one mesh. Do you guys think this is possible? Right now I have the base substance metal working and I can change the roughness, and I've been able to vertex paint the paint layer and water over top, but the paint layer and water no longer have their parameters accessible...
I just had a thought, am I better just combining everything into one substance material? Pretty lost here... Thanks for any help or alternative ideas!
Replies
Another question is, for every unique variation of a substance designer texture, is it going to recreate all 6 of those items? (The 4 output textures, the material and the substance graph instance) And is that not expensive?
If you create new instances of the substance, yes the a new batch of outputs will be generated and they will be added in video memory when used so make sure you only use multiple instances when needed.