Hi!
I’m using a vertex paint material that blends between 3 textures. However, I’ve noticed that UE seems to sample only the top diffuse when it comes to injecting color into the lightmass. I tried using layered materials, replacing the GI, using something else than Lerps, but it didn’t change anything. Is it simply a limitation on Unreal’s part?
I’ve recreated the problem with a very basic material:
As you can see, the whole material injects green into the scene and onto the spheres.
Whether it’s a constant3vector or a texture sample, whether it’s plugged in the base color directly or passed through a GI replace, it’s still the color layered on top that gets sampled.
If anyone knows if it’s a limitation of the engine or something I’ve goofed, please let me know, it’d be super appreciated!
Thanks!