Texture issue while using another UV channel
Hi! I'm making a birch tree, and after looking at the Open World Demo trees I found that they used a clever way of adding moss at the bottom of the tree. On my birch tree, I wanted to use the same method to add some dark bark on the bottom of my tree.
So I opened my tree in Maya and added an empty UV channel, and cylindrical mapped only the bottom part of the trunk. In my bark material in UE4, I then added a dark bark texture with a mask in the alpha, and set it up to use the correct UV channel, as you can see in the images I included here. I set it up pretty the same way they did in the Open World Demo. When I do so, the bottom part of the tree works fine. However, every part of the trunk that does not have UVs in the channel I added, gets dark. I've included an image that shows the difference between my mask material setup and a material with only the birch color. I'm only using movable lights, so I don't think it's a lightmap problem. Any ideas?
That is rather... odd.
Thinking of a workaround. Could vertex paint the bottom, or perhaps multiplying the bottom bark texture with the alpha and then adding the base bark with the output of aforementioned multiply. Though.. that might also cause some issues.
Does seem to be a bug, or worst case scenario.. the black in that mask.. isnt 100% black, though I am sure you double and even triple checked that.
Edit: also, double check that the lightmap channel isnt set to one of your texture channels.
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