I have a static mesh with a normal map detailing water flowing through a dirt structure. I need a water material placed on the water only. How can I use Unreal 4 to place the material only where I want, and leave everything else as a separate material? I am assuming an opacity mask would be painted but that’s the extent of my knowledge.
As side note, feel free to recommend water material links or ideas. I’ve done water before but it was dealing with transparency. This should be opaque.
I am admittedly still struggling with this. I am aware of adding new material slots with polygonal selections in the 3d modeling program. In this example I need to use a mask to define the area, as it is defined by a normal map not the low poly mesh. As for vertex painting, I have used your same video in the past to learn how to blend two ideas simply as shown within the same material, but does it only have to be limited to linking textures within the same material? What If I have a complex material and want to blend the entire thing … is this possible? Should I scrap this idea and simply go back to my original idea of using a separate mesh for the water? Also how would the mask come into play? Where would it go in?
This might be of help, shows how to have more than one texture in a material …
v=tsXVP0fykBM
There are some similar video’s out there showing this, but they add in masks so you can select the mask and paint just the area you need exactly per the mask.