Hey there, So I’m trying to make a stocking ladder, and I have so many steps, and I want each step to have different texture variation, do I have to make material instance for every step or is there a smarter and more efficient way?
For each material slot you add to an actor, the mesh will be rendered again, so ideally you only want to add only as many materials as you have to.
You can use masks (often baked in your 3D modeling software) to create a texture with simple flat R G B (and yellow/magenta/cyan) that “paints” certain areas of your UV map. With the texture output, you can then multiply the appropriate color with whatever effect (i.e texture output) you want to apply to that specific area.
Look up at the default orange “unreal chair” material to see how it has been set up.
It would be better to have 1 texture with a lerp node to mix two materials and as it’s alpha put in a vertex paint channel. Then you could paint in the mix details having only 1 texture.
thanks that’s a very strong advice
thanks for the good advice