I went through the thread and still can't seem to figure it out. I don't know if I am missing something or what here. I have a texture that I want to use as the Diffuse on my WallMesh and it uses the UV map 0 in UDK. But in that material I also want to lay an Ambient Occlusion Texture over the Diffuse, but have it affect…
So lets say I have a Static Mesh, we'll call it WallMesh. My UVs for the Diffuse Map are set up and utilize overlapping to get the most out of the texture. I also want an Ambient Occlusion map for the WallMesh, but can't use the same UV's because of the overlapping. So I create a second UV set in Maya, by copying the first…
with AO maps you dont necessarily need a lerp since you want the dark parts to be laid over your diffuse and the bright parts to be invisible so multiply works just as well. in udk the default channel for all texture maps is actually coordinate index 0. 1 is used for the lightmaps, even though that could be changed. But…
Yeah, you can create your shader to use your diffuse on one channel default is 1, and there is a node to change the channel for the AO to 2. Then, on a basic level, you can use a lerp with your tiling texture going into one part, and a constant set to o for the other lerp channel. Then put your AO map into the blend hookup…