Hello community,
I’m trying to mess around map generation & rendering in UE4(trying to get similar results as Experilous: Procedural Planet Generation). Specifically, I need to be able to create mask for individual regions on map. My original plan was to create procedural mesh with topology that would corespon the map.
Then, since i know which vertices belong to which region i would use VertexColors to mark the region. Finally, draw the material into render target and this way I hoped to create complete RGB coded mask for my regions. Problem is that apparently render target ignores vertex color painting on “brush” material.I don’t have much experience with materials and as far as I know there is no other way to paint on mesh face, which is essentially what i want. I’m sure there has to be a way to achieve this in some useable manner(ignoring obscure options like drawing using DebugHelpers and etc.) but i have tried every option that i could think of and im still stuck. If someone more experienced would show what approach to use i would be very grateful.