I was wondering if anyone knows of a way to mask displacement from an RGB texture.
To put in context, I’m investigating ways to create nanite assets using a workflow that is as optimized as possible.
To texture large objects like houses, one way to do it is to mix several textures and end up creating an RGBA texture which, inside unreal, use it as a mask for the textures.
The thing is that I haven’t found a way to use that texture as a mask to apply displacement (yes, there is an option and it’s by doing a bake, but for really big objects will ended up in a low resolution details)
if someone knows how to do it in blender, it would still be helpful, but I haven’t found anything yet.
I think that if epic games introduce this option, it would be a very very useful tool.