I'm currently working on a highly interesting and promising project focused on procedural texture damage/weathering.
The goal of this project is to create a UE4 blueprint system and a set of textures that can apply damage to the tex' in runtime, depending on a set of environment sliders such as heat, humidity and radioactive radiation.
The target is to create an environment that combines that quality of handmade maps, with the versatility of procedural parameter based damage over time.
To do this I've been working on a system that manages environmental factors as editable parameters.
With the usage of a couple of sliders in a simple UI the user will be able to adapt the type of weathering and damage to the scene.
In the meanwhile I'll be posting my WIP shots here, any and all feedback is highly welcomed!
[MOST RECENT WIP]