Check out a nice post from an Environment Artist Eric Zimmer on setting up materials for urban and other kinds of scenes in UE4 and Substance Painter.
Check out a nice post from an Environment Artist Eric Zimmer on setting up materials for urban and other kinds of scenes in UE4 and Substance Painter.
The best situation for this UE4 shader is when you have a lot of buildings/rocks/trees/concrete/etc. These are not the necessary materials. Could use different levels of brick, concrete, or whatever variation is useful for the production.
Materials separated based on their values in the Red channel in the Array mask. Drips grunge masking in Green channel. Dirt grunge masking in the Blue channel
Substance Painter portion. Utilizing a custom Designer generator and anchors attached masks to offset painting between materials. In a production environment, you would have an Open GL coder guy to make special Painter shader. This was my workaround.
Why not paint your whole environment inside UE4? We need more brush options though. Hopefully, a nice UE4 update will come soon. If we can skip the whole painter portion of this workflow, production would be even faster.
Comparison between painting in Substance Painter and the result in UE4. I basically had to copy the math created in UE4 somehow and make it paint the exact same way inside of Substance Painter. I think it worked out successfully.
Save some texture memory
Scene graph. Attempting organization and simplicity, spider webs can get confusing for iterations. Materials were organized into Material Functions. Made it super easy to replace with new materials.
Utilizing and understanding ValueStep node. Using customized material lerps that is more optimized for this shader
Designer material blending. Height could have been replaced with something else depending on if the project uses displacement.