For context, I have a wall mesh which I’ve displaced in Blender with a Brick displacement texture. In unreal engine I’ve created a height lerp blend with another plaster texture, however because of the the baked in detail the plaster doesn’t look so great having the brick geometry show up on it as well and I’m trying to figure out a way to somewhat flatten and bring the plaster layer a bit further outside.
I’ve tried a bunch of ways, but all of them resulted in managing to push the vertices forward on the specific axis I’ve wanted but they all get pushed relative to their own location so it never achieves a flattened look.
Things I’ve tried:
- Tried a bunch of math involving absolute world position, vertex normal WS, object pivot point, couldn’t make it work.
- Baked the displacement map to a vertex channel and tried to bring certain grayscale values forward with WPO. Somewhat worked but I couldn’t smooth out the effect and ended up with jagged distorted verts. Attached some images for some minor visual context.