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"