Is there a way to have blended detail normal maps with a mask that has several different colors to differentiate where the different detail maps will blend together? If so, could you tell me what that is called within UE4/ a link to it in their documentation or a tutorial? Here's an example of kind of what I'm thinking:
Thanks in advance!
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However if you wind up needing more than 5 maps you can build a color masking material function like this:
ColorMask is your mask image
ColorCompare is the color to select from the mask
Fuzzyness controls how pure the color is you're selecting
Sharpness controls the falloff rate of the mask. Save that as a material function and you can use it in other materials when you need arbitrary color masking for whatever reason.