green means, you have a constraint and keyframe animation controlling your channel, as we can see in the picture. This can be blended with the automatically created Blend Orient attribute. http://download.autodesk.com/global/docs/maya2013/en_us/index.html
I agree with Zipfinator, this would be a great place for some vertex blending. Just take your current floor model and deteriorate it some and blend the two. It would work great for the walls also but in reverse, less damaged. :D
G'day G'day is there a way I can generate foliage on static mesh in unreal? For example, I (like pretty much everyone) like using the world align blend to have a moss material blend on top of rocks, I was wondering if it's possible to spawn small moss cards using the same mask. cheers in advance.
Hmm, that doesn't quite do it. It actually works nice for 0 and 1, but at 0.5 it blends between all 3 colors. Attachment not found. At 0.5 I would expect it to be fully blue (the center color), but instead it blends between all 3. Hope I'm clear.
Vertex color is much more optimized. No texture lookUp, no GPU mem. is allocated. Vertex color giver better performance but less blending quality, material ID giver less performance but more blending quality. NOTE: less performance doesn't mean BAD performance.
If I understood correctly what you want to achieve, you just need to plug-in the masks as an alpha for your lerp. Currently your blend is just reducing the opacity of the layers causing them to mix. You will get some blending if you use grayscale values
It'd be additive blend which is usually a bit cheaper than alpha blend. The overdraw would be killer, yeah, but if you want dynamic god rays, there's not really any other way. Your only real other choice is modelling them, which'll be completely static.
Ahhh for the state that i didn't need any more reasons to hate come yet another reason to hate it. God bless Texas because with people that dumb they really do need to be blessed. Otherwise they would have already killed them selves with a can opener.
why do you call it animated normalmap? its obviously blended. at the beginning i thought you were using bink videos as normal maps to achieve some werid shit i recomend blending the ao map too
Yeah at the end of the day they are using wrinkle maps but shit... The number of blends they must be using to get that level of coverage and detail is pretty amazing. And considering that each fighter is a seprate set of blends thats a fuck ton of scanning and cleanup and sculpting.