I’m going through 104: 2.0 Material Functions. At 4:45 he uses a VertexNormalWS and then a Mask (with the Blue channel ticked, the rest disabled). This masks the blue channel as the top. This is then saved as a Material Function (MF_Detecttop).
Plugging this output of this Material Function then into the two-way blended M_RockGrass Material’s 3 Lerp’s Alpha then gives an effect of the grass texture naturally growing only on the upper level of the static mesh.
What I’m trying to figure out is how to adjust this so that I can mask both the top of a static mesh, and the bottom, and mask them both to get the same effect but with both the top and the bottom of the static mesh showing a texture. For example, a wall with rising damp appearing both at the top of the wall, and the bottom. How would I do this?