Can anyone point me to a technique where I can blend the landscape layers better without them looking like they are fading into each other? For example, leaves over grass. I would imagine I would use an alpha -- do I just hand make an alpha of one of my textures and apply that to the later in engine?
so i am trying to build a shader which can assign 4 materials via vertexpaint and blend them via heightmapi have a working version of it (forgot to send it home,guess i will have to post it tomorrow) but i run into problems in the extremes, say heightmaps which are very flat or super rough and i haven't figured out how to…
if they cut you will see a seam line but floating they do the strip blend between grass and desert. vertex color mmm the problem it will look just blend between grass and desert but you cant create these "dark greensharp strip " : so its hard to achive with vertex color unless if there is technique i didn't know about it
check your animtree -- there should be a blendtime option depending on what nodes you used to set the tree up. I had the same problem -- it was set to .2 by default (or some really tiny number) which caused my anims to blend. Setting this to 0 made my animations snap into place with no blend.
Hi guy, I am following this tutorial for a 4 way blend but im not getting the same results? here is the link for the tutorial https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Modes/MeshPaintMode/VertexColor/MaterialSetup/4Way/index.html here is what I am getting (first view is in rgb mode)
At 1:20 what is that called when you blend the terrain with the road spline? I would kill to know how to do that on my current project for work. If any one can direct me to a good resource for UE4 environment tutorials I would greatly appreciate it (any thing other then digital tutors). The main reason I ask is to try and…
Hello, After I export my textures sometimes (like right now) I'm having a problem with padding where the padding is bleeding into other UV islands. Please take a look at the baked normal map from MAX to have an idea where the UV islands are. And as an example here is the roughness map exported from Painter. Padding is…
Trying to set up a 3 way blend material and I think I'm doing something wrong. I cant get anything to work. Can anyone point out what might be the problem? No matter what channel I select (R, G or B) , I can't get any textures to paint. It only has the base texture assigned and thats it. Under "Weights" I have RGB (Three…
What is the best way to export an animation that is a mix of blend shapes and skeletal animation? I am trying to animate an eyelid and using bones would be a tough task. I found some information regarding Flex Animation [1] but I don't know if it's possible to use .vta with wards and mix it with a .smd animation. Is it…