Lamont, yep, I was thinking the same thing. Could even just be a drop-shadow or something I guess. However this sort of thing makes the shader more complex (and expensive - although I have no idea how expensive it even is at the moment by current shader standards!). I messed up something tonight though and appear to have…
I have been working on vertex blending for a while now, and this thread has helped me alot. I have taken the techniques discussed and added a bit more functionality to the shader that MoP was working on. I was thinking to myself, why not use the other 3 channels of the vertex color constant as inputs for other…
This thread made me take a break from AC2, controller is on my lap. But what I'd like to see is mop his node setup for shader FX, since we're learning this at school, and I think this technique is awesomeness, I'd like to take a look at it.
Ah, I see. I've tweaked my shader a bit now so that the vertex alpha can be used to control the falloff of the blending (0 or black = tight blend, 1 or white = soft blend), which provides a lot of variation fairly cheaply (and painting vert alpha is nicer than having to paint red for coverage and green for falloff, it just…
But isn't that what Unreal's standard terrain material system does? I always understood it just sort of stacked together every material you use on the terrain, into one big-ass material. Hence why the terrain goes super-funky colors if you use too many different materials. And my two-way blend material came out at 60…
Hm guys I can't seem to get the whole Mesh paint working. Whats the secret word? :D I copied one of the materials from this thread and it seems to work. But I don't get how to get the information to the Vertex color node... Very new to all this so if someone could explain. Thanks in advance! Edit: And btw. Is there a…
yeah i think you guys are right probably a cavity/dust shader, its pretty easy to make something like that, granted you can build the network. Im sure it could be easily written by hand but would be even easier to do with some node based editor like in unreal, or a few other apps. Like mentioned you are basically taking…
http://www.youtube.com/user/OffsetSoftware#p/u/7/5KH7Wbi0clo Neat video from Project Offset, showing some vertex blending used on a building. Looks like they can paint vertex colors in-engine too. Also looks like they are using one of their RGB channels to provide some type of "darkening", probably just to make fake…