Hi, I created a character that is sweating. So far, I painted a black and white alpha mask to determine where the sweat should be, and made those masked areas:
- have scalable roughness via parameter (sweaty areas obviously have least roughness)
- have a FLAT normal map (I just made the R and G components scalable and turned down to zero)
It looks good so far, but that 2nd part above could be taken further (I just dont want the normal map to be completely flat!). I want to create a normal map from height, and I know there is a function to do that, but is there a way to do that with just the alpha map? I attached a pic below of what Im looking for. I want to make a gradient effect from the perimeter of the alpha map. Say, 3-10 pixels away from the black-white border of my alpha mask. This will make the alpha map (used as height) have a regular “bumpiness” to the sweat. Is there any way to do this? Throught script or blueprint? In photoshop, this is just a feathered selection (from alpha) and fill, but I assume in UE4 it’s gonna be a layered approach.
Or is there another way to create sweat and blood on face (something that actually resembles the bumpiness of water)?