No documentation on Mesh Paint Textures Tool?

Hi, I was trying to find out how to use the Mesh Paint Textures Tool, but there appears to be no documentation on it. If someone could point me to some info on using this tool, that would be greatly appreciated. Thanks!

The documentation is here: Mesh Paint User Guide | Unreal Engine Documentation

Aniway when you use paint texture it paint it in function of vertex position. But is do nothing on your texture if you dont use the vertex color.

Here is the code you need to insert in your mesh material to been able to insert the new texture. Vertex Color Materials | Unreal Engine Documentation

Thanks MK Studio for your reply! Sorry for the late response; I tried responding yesterday and the site was not letting me post for some reason. To my knowledge, I can’t find anything in the documentation specifically showing when the Paint option is set to “Textures” mode. The only reference is here:

“This will save any changes to vertex
color that have been made to the
asset. Note that this option is only
available if the Paint option is set
to Textures.
If the option is set to
Verticies, then the Save button will
be disabled.”

I think that portion of the tool might have been overlooked in the documentation (unless I’m somehow missing it).

Anyways, thank you again for taking the time to help!

Have a great weekend.

-Adam

AJ, you know what is is a mask in texturing? If yest you need to make just vertext paint in color mode by enable RGB then you can replace the color with a texture via material blueprint.

If not mask is just black and white texture where black is no paint and white is painted. This way you can blend between 2 textures using paint mode. But before it work you need to add textures you can paint via material blueprint.

Aniway I do not raccomand to use internal painting material becouse is not yet exist a texture cooking to make 1 texture sample from 2 inside unreal engine. And at the end your asset load 2 texture sample that 1 so is little waste of resourses. Better make it in substance than import the textures already painted. Then use masks to give possibility to change the rispective texture color our add details. But remember that you can have max 16 texture samples in your material - 3 that using system internaly.

Thank you MK Studio for your reply. I was able to get texture painting working using the method you had described in your previous post. However, I will have to experiment more when the paint option is set to “Textures” (as shown in my screenshot above) to learn what that part of the tool does. It would be nice if there was a portion of the documentation that explained those particular options, but for now, I will use the method outlined in the doc.

Thanks again for helping out.

-Adam

Thanks for your good advice!

For making a landscape material for mobile devices (I’ll be using a low-poly static mesh, not a real landscape actor) I think I should pack 3 grayscale textures into the RGB channels of 1 image, then have another RGB image with 3 pre-painted masks packed inside to define regions. This way I can take advantage of using UE4 to tile the 1K textures as small as I want, rather than having to pre-paint a massive 8K or 10K texture which mobile devices would not support (max is 2K).

Would this packing and tiling technique have good performance for mobile? It would only be using 2 texture samples, but use Custom UVs for tiling. Thanks for your insights!

For mobile developing to mobile sourse you need to use a node called “Feature Level Switch”

136467-a8.jpg

I advice you to look this little video explanation about it:

Thanks! That was a very helpful video. Have a great day. :slight_smile: