Not sure how to execute this or best practices, asking for some insight or advice.
I would like to create a wall texture.
The wall texture has a lot of different imperfections, finger prints, smudges, scratches etc.
I want to be able to control the degree of these imperfections.
Example:
Wall spawns and has 10% finger prints and nothing else.
Another wall spawns and now has 10% finger prints and 10% smudges.
Another wall spawns and now has 0% finger prints and 20% smudges and 10% scratches.
I’m curious if there is some how a way to make a master material with scalar params that you can adjust via a blueprint during game run…
OR
If it’d be better to make tons of “transitional” Material Instances: ie MI1 is smudge at 10% and MI2 is smudge at 20% and I write a logic that just selects the next appropriate MI to select.
I’m new to UE so I have no idea if Im missing something obvious, over complicated things or if the MI method is the perfect solution. I looked up MI’s and they have a tiny spacial footprint, could put 1000s in the game for practically free, also correct?