UDK Notes - Foliage



Foliage Materials
  
  Use BLEND_Masked
    For most leaves and other similar things, that don't need partial-transparency,
	  as every pixel is 100% solid or 100% transparent.
  Material Properties > Material > Blend Mode > BLEND_Masked
  Then plug into opacity mask, not opacity
  To make it better looking use
    Material Properties > D3D11 > Enabled Masked Anti aliasing
    If you don't have DX11 use some other form of antialiasing
	  eg. When rendering, use a tile count of 4 and then downsize the images



Mesh Paint Mode (vertex color editing)
  Blending textures
    Have two textures and a linear interpolate
    Plug textures into A and B
    Make a vertex colors node
    Plug a vertex color channel into Alpha
      (for example, plug red into alpha)
    Plug the linear interpolate to a property
      (eg.  Diffuse)
    Apply

    Put the material on an object
    Select the object
    Enter mesh paint mode  (shift + 6)
    We want to only paint red so uncheck
      other channels
    Change red value to zero
    Hold control and paint!


  To shade using vertex colors
    Make a new multiply
    Plug the green output of the vertex colors to the multiply
    Also plug the lerp (or anything else you want to shade)
    Plug the multiply to the diffuse
    
    


Foliage Mode
  Painting geometry into the scene


Texture Tiling Using Modern Methods
  Get a map setup that looks the way you want it to, but doesn't tile
  Use 3D > New Tiled Painting
  Set your image size to 300% (Image > Image Size)
    we do this because it is a 3x3 tile we're looking at
  To go into the pretiled image, double click on the layer
    underneath "Diffuse"
  
  




  
  



 

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