So If i wanted to use vertex paint. I could only either use 4 diffuse or 2 diffuse and 2 normal or any combination of 4 texture samples? Is this correct?
Thanks for the info! Would you be able to vertex paint those different textures with the method you mentioned? I know the landscape materials can handle 4 sets of diffuse with normals and spec. But what about a basic static mesh? By packing channels you mean adding say 3 diffuse textures into each channel R.G.B of your…
Yeh you just need to LERP them together like you did your 2 first sets of textures. So you take the output of the 1st LERP you have and plug that into the A channel of a new LERP, and for the alpha of that LERP you duplicate the blending function, except now you use a different vertex colour, and then you plug in whatever…
You could also look into gradient mapping if you are going to have lots of textures, that way each diffuse texture could be stored as one channel. You could have 3 diffuse textures using one dxt1 texture and a relatively small 256 holding your gradients. You could also store the height map as the blue channel (-1 to 1) of…
Ya that's the video I was going by! I got it set up so I can blend two sets of textures with diffuse and normal. Now I want to try to blend more with that same method. Is this possible?
Thanks a lot Ace for that good info. I've been finding that 3 vertex sets for painting is more then plenty now that I test it out and plan my base diffuse a bit better. Also decals could always be added if needed.
yeah of course udk has a texture sample limit but in theory there's no limit to the number of textures you could blend. assuming you put specular in the alpha channel of your diffuse and use b/w maps in single channels you could in theory use the vertex colour channels like i mentioned. i didnt say it was a good idea, just…
Eh? UDK has a limit call of 15 textures in DX9, you can't override that. Just like Lerp, you can use a If node and Blend between the textures in a certain number/way but it will actually 'add' the texture number towards the limit. I would say the biggest challenge in UDK is getting a nice Vertex Blend going on with more…