Paint Textures Reading Crevices: Material - Usable In Vertice Painting

Hi guys,

I’m currently busy trying to create a shader that emulates the result of this video: Submerged Developer Diary #1: Texture painting with Unreal Engine 4 - YouTube

I have rocks and trees on which I would love to manually paint moss and dirt on. The problem as it is now, is that is literally slaps a texture on top my texture.
So right now it looks like this (using blending weights): http://gyazo.com/a3e2737454132e42ea9288dd2a8cc1d1

I want the moss to read the surface, to read where crevices are within the underlying texture (rock).
I got this working on a tree by using my ambient occlusion as an alpha: http://gyazo.com/dfc24012b5342ae8042e329b330bc6fd

Because I love to paint it all on manually, I want it to increase the amount of moss the more I paint on the same area.
But as I have it now, it totally limits it to only my ambient occlusion area, nothing more and nothing less.

Does anyone have any idea on how to fix this?
I have a feeling I’m doing it the completely wrong way.

Cheers,
Alanay.

I’m not exactly sure what you mean, if you’re wanting to paint the effect manually like it looks in the AO you can do that, but you also need to make sure you have enough vertices in the area, since it colors by the vertex.

Hi Darthviper. I want to be able to increase the density of the moss within the paint vertices tool. So that I can paint less or more moss on my rocks, and it’s not a specific amount of moss constantly.
Something, that right now, it’s not doing.