Hi there,
is it possible to use the vertex color information I’ve exported with the fbx from Maya to blend textures in Unreal? So far I only know that workflow with mesh painted vertex color in Unreal, but that’s not what I want.
I hope it works somehow, since it would prevent me from using a triplanar shader for LOD 0 for my cliffs.
Thanks in advance
This is how it works: (unfortunately I use blender, but it should work the same with maya)
Thanks ,
but for any reason it doesn’t work with vertex color imported with a mesh at the moment. Once I’ve applied to material to the testmesh, it only displays the vertex paint itself but no blending of both textures in the material
I decided to go with a triplanar material for LOD 0 at the moment, but I hope there is a workaround to make textureblending working with vertex paint done in Maya or 3ds , since i can’t apply multiplanar shaders everywhere were I need to blend textures on terrain assets.
Do you have a hint for me to get smooth LOD transitions? I have 4 LOD stages and at the moment they are popping one by one.
Why do you multiply the textures with the vertex colours? 
Atm there is nothing like that in the engine -> https://answers.unrealengine/questions/60313/lod-blending-1.html
I multiplied them because of that example:
https://docs.unrealengine/latest/INT/Engine/UI/LevelEditor/Modes/MeshPaintMode/VertexColor/MaterialSetup/2Way/index.html
Really? No smooth LOD blending for Level Geometry? ok, that’s a giant immersion killer to open world or larger levels. I wish it would be possible to have a similar LOD Blending like in Speedtree.