UE Sampling Color For Indirect Only From One Texture (Vertex Paint)?
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!
asked Oct 20 '17 at 01:57 AM in Rendering
Yep, that is limitation of Light mass. It will ignore vertex color. Situationally, there are workarounds. For example, you can pre-bake vertex color to a texture and use this texture for blending, instead of vertex color, while using GIreplace material expression. GIreplace separates part of your material graph to be used only for lighting calculations.
Follow this question
Once you sign in you will be able to subscribe for any updates here