In this video we look at setting up a texture that which when combined with vertex colour will allow for colour variation to randomise a foliage model
I also set the texture up to derive its alpha value from another channel so it can be further optimised in UDK
In Part 2 i will hook this up in UDK
part 2 should be interesting... i'm wondering how your gonna use vertex color, assuming your not gonna just multiply this alpha thing by the vertex color and plug it into diffuse?
i was trying to get color variation on cars a while back by getting udk to generate random numbers with that node that allows you to input code, then combining them to make an elaborate 3constant, giving me a color, but I it didn't like my code. Ended up using a vertex shader...
Sniperlew 11 months ago
@Sniperlew I am afraid the answer is a bit noddy. I will try and get part 2 up tonight but basically the vertex colour is a simple multiply however i will pre bake vertex colour into the mesh so you have a default colour and hook up the clamped alpha which is nice and cheap. The clever bit really is not multiplying using greyscale because it always looks rubbish. No revelations here just nice cheap usefulness hopefully.
CGUOD 11 months ago