Playing with some vertex blending techniques based on height and masks in UE4.
It uses 3 material sets, one vertex channel for all ground blending and it uses alpha vertex channel for puddles. Material sets were made in substance Designer. https://www.youtube.com/watch?v=rauSgIPlXSc&feature=youtu.be
It's been a while since I used Max, but does ProOptimizer take Vertex colour or weight as an input? Because there are definitely ways to bake a bitmap to vertex colour, and vertex colour to weight seems like a nobrainer as well. If that doesn't work, Houdini's practically made for stuff like what you're describing.
I have a 256gb OCZ Vertex 3, from when they came out almost 3 years ago. I haven't had any issue with them, but I know there have been some issues with the vertex 3, and much more with the vertex 2 so I couldn't really recommend.
You could use it like another vertex color, probably the most useful thing since vertex colors are very useful, I'm a little unsure why anyone would need 5 vertex color "channels" though, unless you want to blend 6 textures on a terrain or something crazy.
Ah. The vertex normals are twisting to such an extreme that you've entered a black hole! You need to split the vertex normals along the edges of the blade, by adding hard edges there. Also called smoothing groups. You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
I suggest to check the topology and vertex normals of your model first. Those gradients you see there exist most probably because of vertex normals in corners of any surface supposed to be flat having some random subtle inclination . Ideally you model shading of such hard surface things should show perfectly flat ,…
I'd suggest asking the engineers who built your game engine. You'll usually get better outputs from people who know the specifics of your custom format. does he want the exported format or whats sitting in the gpu... ? which in most cases is a per material vertex buffer of a set stride and face index triplet buffer which…
I assume its because if a broken vertex table. Under tools in 3dsmax there should be somewhere the vertex channel listener. Alternatively run this maxscript in the maxscript listener:ChannelInfo.dialog(); maybe it can give you some info on what might be wrong because I highly suspect a wrong table for the UV, smoothing or…
As an alternative, you could try using Vertex Color as your selection mask. I've done this for animating foliage, making the outer leaves move while the stems do not. You can use a Vol. Select modifier to turn the vertex color into a selection, like this. Just load a Vertex Color map in the texture slot.
Maybe it would be a good idea to have the option to vertex paint moss inside of Maya? I've seen some posts from Jonathan Benainous where he vertex paints things how I describe, but I've never done that before. You'd have to create a custom shader inside of Maya's Hypershade? Wouldn't it be better to create this vertex…