Hi everyone! After learning the basics of the material editor in Unreal, I'm starting to replicate the mask shown in the Sunset Overdrive GDC talk.
The issue I'm encountering is that my transition is not creating the complete shape, as you can see in the next image. In my case, I've tried adding an edge noise to the vertex transition, creating this material function shown below this image.
And this behaviuor as an alpha for the lerp.
The mask I'm using is the one on the right. The others are from the talk.
So I don't know if I'm missing something. I've also tried decreasing the number of strokes of my mask, and it kinda works, but I'm still not managing to achieve the effect shown in the talk.
Replies
Same basic problem.
https://polycount.com/discussion/235311/how-can-i-achieve-this-faded-concrete-paint-effect-with-vertex-blending#latest
I just noticed the issue, and the problem was that the channel switch I made for the mask texture wasn't working at all. So, by simply decreasing the strength of the vertex paint brush, I can get the effect of the first image. lol
Either way, I'll save what you sent me. It might be useful in the future.
Now I'm trying to check if I can replicate the the procedural mask they talk in the min 21:28 https://dev.gdcvault.com/play/1022323/The-Ultimate-Trim-Texturing-Techniques
What I've understood is they're vertex painting procedurally with a world-align mask. In my head, I thought the process would be like the image above, but it doesn't do anything. So what I'm missing here?
This is the process they show as a reference.