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‘Use Vertex Default’ – Classic preset designed for basic vertex paint blending tasks.
‘Use Vertex Water’ – Vertex with water puddles preset designed for wet floor surfaces.
‘Use Vertex Grunge Wall’ – Wall preset designed for grunge materials with cracks/mask
between layers, use fall-off blend in vertex paint.
‘Modify Blend Vertex Mask Tile’ – Allows to modify the UV tile scale for a blend mask of vertex
paint.
‘Modify Overall Vertex Mask Tile’ – Allows to modify the UV tile scale for an overall mask of
vertex paint.
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‘Use Overall Fall-Off Modulation Mask’ – Use the overall mask for all R/G/B vertex channels
instead of using separated masks.
‘Blend Vertex Map Channel’ – From here you can choose the channel for a blend mask.
‘Modify Mask Tile’ – Allows to modify the UV tile scale for a fall-off mask of vertex paint.
‘Modify Sharpness’ – Allows modifying the sharpness in the fall-off mask of vertex paint.
‘Use Red Stain’ – Use a stain mask for blend modulation.
Note: All parameters also have a prefix for [R] / [G] / [B] channels.
‘Wet Map Color’ – Second water color used in fall-off by Fresnel calculation.
‘Modify Wet Mask Tile Scale’ – Allows to modify the UV tile scale for a fall-off mask of vertex
paint.
‘Modify Water Mask Tile Scale’ – Allows to modify the UV tile scale for a water mask of vertex
paint.
‘Use Water Color Fresnel’ – Use Fresnel for realistic water color.
‘Use Water Map Roughness Fresnel’ – Use Fresnel for realistic water roughness.
‘Use Wave Ripple Effect’ – Use the wave ripple effect for the normal map.
‘Use Wet Fall-off Map Roughness Fresnel’ – Use Fresnel for realistic wet fall-off mask roughness.
‘Modify Wave Mask Map’ – Use custom waves mask instead of default map.
‘Vertex Offset’ – Vertex offset for height normals of vertices.
‘Water Map Bias’ – The slope of the water map.
‘Water Map Height’ – Height of water map.
‘Wave : Modify Mask Scale’ – Allows to modify the UV tile scale for a mask of vertex paint.
‘Wave : Modify Mask Speed’ – Allows to modify the speed of the wave mask of vertex paint.
‘Wave : Modify Scale’ – Allows to modify the UV tile scale for a wave texture of vertex paint.
‘Wave : Modify Time’ – Allows to modify the time of a moving wave texture of vertex paint.
‘Wave : Depth’ – Height of the wave map.
‘Wet Fall-off Map Height’ – Height of the fall-off (edge of the puddle) map.
‘Wet Fall-off Map Offset’ – The offset of the fall-off (edge of the puddle) map.
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Under the ‘Material Layer – Grunge Wall Vertex Settings’ tab you will find some settings:
‘[Grunge Mask] Modify Scale UV’ – Allows to modify the UV tile scale for a grunge mask.
‘Add Power For Layer (1/2)’ – Add power depth for a layer, similar to the height depth.
‘Invert Grunge Mask’ – Invert grunge mask for the vertex layer.
‘Use 3 Point Level Boost’ – Remaps 0-1 values by linearly interpolation through 3 new values.
‘Use Height Lerp Blend for first layer’ – This function will replace default lerp by height lerp with
smoother blend control. Turn on will affect performance.
‘Use Manual Grunge Control by Alpha Vertex Channel’ – Use Alpha Vertex Channel for subtracting
the second layer grunge mask by manual control.
The better solution will be looking at examples inside the project to fully understand how to work
cracks.
To draw only the cracks through the mask on top of the paint, set the alpha to 0 in the alpha layer of
the brush.
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20. Migrate Content
To use only master materials or migrate this in another project, you can delete not necessary
example folders with assets:
Maps
Instances
Examples
PostProcess
Meshes and textures are either engine demo content or created by me for demonstration purposes.
Feel free to use all those assets in your projects with suitable setup.
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