I’m migrating some projects from 3ds max into unreal using datasmith. For things like rooftiles (which I have as one mesh for the entire roof) I want to add some variation to each tile (each tile being a mesh element/island disconnected from the rest of the mesh). In 3ds max there’s a special node to do just that, in blender you can assign a random float to each element and then plug that into a lerp - I can’t find out how to do this in unreal, google is just directing me towards the PerInstanceRandom node which isn’t right in my case. Any help would be appreciated
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If the tiles were mesh instances, you could use the ‘per instance random’ node in the material to drive some random artifacts. As it’s all one mesh, you can just put a noise texture in the material and use that to distribute dirt over the roof.
Some good examples are in the materials in the starter content.