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Opacity mask, world position offset and instanced static meshes - where to start?

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    Opacity mask, world position offset and instanced static meshes - where to start?

    I know what I want to do, but do not know where to begin. I would like to create a long wall, consisting of several instanced static meshes. I have already created a brick texture to cover this wall, however I need to vertex paint some moss onto it. I understand that - in order to maintain the homogenity of the meshes and thereby take advantage of the instanced static mesh optimisation - I would have to only paint onto one mesh at first, before instancing it. But how can I use an opacity mask (such as an edited Perlin noise) with a world position offset, to ensure the moss covers 4-9 meshes without tiling? Is there a way to enlarge tiling for example? I kind of know what I need to do, I'm just not entirely sure how to carry it out.
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