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.