Cheers Adam, Are you talking about how the vertex colors are blending between vertices? If you're painting in full color, I don't know that you can get that blend, as its a hardware level lerp, and you're not wanting a linear gradation. If you go back to painting masks you could get an adjustable gradation like that a…
Vailias, while you're on the topic of the Constant Bias Scale Node, would you mind explaining what that does? My understanding is it's a multiply and add node combined, but I don't really get it... Also, Adam R&D UE4, vertex painting, and no texture maps for next Assassins Creed confirmed.
Hey! Aaah so many good suggestions. I ended up just plugging the vertex colour node in to the basic colour slot, allowing me to paint whatever colour i wanted anywhere on the mesh (which was white). It's pretty much what I wanted to do, so that works. I had to turn down the Paint brush tool's alpha as per Andreas…
Hello! I am trying to set up a material where all of its colour data comes from the material itself (read: no diffuse maps), that can then be vertex colour blended up to 5 times. My material looks like this: The mesh it is applied to looks like this whenever I try and paint a colour on it. In this case I am trying to paint…
Constant bias scale is really just short form for an add multiply, yes. Think like manually unpacking a normal map. Your source data is from 0-1, black to white, but you need it in the range of -1 to +1. So you need to bias it, and scale it. in this case, you add(bias by) -0.5 then multiply(scale) by 2. graphical example…