Hello Polycount, I have been looking for a solution to this for a little while now, basically i need to find a way to achieve this faded paint on concrete effect as shown in the image above with vertex blending.
I know the typical approach for texture blending is to use a Height-map as a Blend-mask, but since the concrete height texture doesn't have much height variation it doesn't really work & vertex blending on its own is too soft and low res by default.
What are my possible options here?
thanks.
Replies
This isn't "better" - its just different
The main benefit to me is that it centers the noise around the mid point of your gradient rather than only eating into the higher values and also gives you more contrast.
(example in designer but the maths will translate directly to unreal cos i did them all by hand)
I've used a simple contrast function to manipulate the incoming gradient (vertex color in your case) which allows me to tighten up the 'edge' .
This is quite a lot cheaper than a pow() operation and in many cases offers more control but it is linear and will break more readily than using a curve (eg pow)
this input and a cloud noise
contrast set to 3 gets you this output :
contrast set to 1 gets you this:
you could certainly insert a curve in place of the contrast function if that hit your visual target better - the main thing really is the remap -> add vs multiply