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[REQUEST] TAG string for textures in a material

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    [REQUEST] TAG string for textures in a material

    I would like to have some kind of TAG string that we could set inside a material for each texture that we have inside that material. And also a way to retrive this TAG, probably on a trace hit result.

    If you look at the attached pic, you can see that I have a mesh with a vertex painted material. With this TAG thing, I could query the hit result and know the texture name under the hit, with only one material.

    The way Ue4 works right now, using surface types, for the same mesh, I would have to use two materials.


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    Last edited by Alex3d; 05-25-2014, 08:16 PM.
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    #2
    Can't you get the texture information if you use textures as parameters and then use a material instance for the mesh? It's been a while since i last touched vertex painting so i dont know how/if it works with material instances but i think it should be fine.
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      #3
      Originally posted by Jacky View Post
      Can't you get the texture information if you use textures as parameters and then use a material instance for the mesh? It's been a while since i last touched vertex painting so i dont know how/if it works with material instances but i think it should be fine.
      Well, more or less. I was able to get the texture name, as parameter as you said. But it is not relative to the trace hit result. Because the trace returns the actor, then I can go into that actor and get its material parameters, but this is not relative to the hit point. That is why I said before: "And also a way to retrive this TAG, probably on a trace hit result."

      Do you have any other way of doing that? With just one material, I mean? Or could this be implemented inside the engine, just like a trace his returns a "Phys Mat", returning a "Texture Tag"?

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      PRO version can be bought on my site only.
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        #4
        Oh, i see the limitation now. It could work if there was a way to get the vertex color's channels inside the blueprint(like you would a vector parameter value) but i dont think its possible. I cant think of any other way right now and i have no idea how it can be implemented. :\ But something like this would be useful for sure.
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          #5
          Right now there is no way to have multiple physical materials on a single graphics section. This is made tricky by the fact that we do not have access to the UV coordinates or mask textures on the CPU.
          Lead Programmer - UE4 Animation/Physics/Audio Team - Epic Games
          Twitter: @EpicJamesG

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