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"