Bugbear Community

Wreckfest => Modding => Topic started by: The Very End on September 14, 2016, 03:20:30 PM

Title: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on September 14, 2016, 03:20:30 PM
Hey! Been trying to make smooth road / terrain transitions lately, and came across this great guide: http://www.youtube.com/watch?v=c-Kytqr48_0 (http://www.youtube.com/watch?v=c-Kytqr48_0)

However, when I do the same I get this:
(https://s14.postimg.org/emgsbapgt/Untitled.jpg) (https://postimg.org/image/emgsbapgt/)

Errrhmm.. What happens here and how to fix? In Max it looks great, but ofc. in the game it all goes to pices >.<

Edit: This is how it would look in Max:
(https://s14.postimg.org/bwm0h0wjx/sagasg.jpg) (https://postimg.org/image/bwm0h0wjx/)
Title: Re: Help! My #Blend material and vertex paint totally goes batshit
Post by: Orbotnive T on September 15, 2016, 04:04:43 AM
Bump for the big boys to talk ;) Glad you're interested and active TVE
Title: Re: Help! My #Blend material and vertex paint totally goes batshit
Post by: Daystar on September 15, 2016, 05:35:21 AM
Bump for the big boys to talk ;) Glad you're interested and active TVE

I would like to pipe in real quickly... The Very End is one of the very best track creators out their, aside from Purple44, Sam and a couple others. I do know it takes a lot of work to figure out how in hell to make it work (their unique creations). and for me to even think about making a track is really beyond my scope, thanks to many years of hard partying... yeah yeah, it is a downfall I must admit, however I still love and appreciate what these guys are doing! and and I am somewhat lucky in my ability to make some skies somehow lol.. party on and be happy we have modders that can make WF somewhat more unique and interesting! yes I am smasshed off some brews but Cheers none the less haha!  ;)

ahh forget fixing my typos... am to lazy, to tired, and to effed up lol.. lets just let it ride... haha what eva lol


Title: Re: Help! My #Blend material and vertex paint totally goes batshit
Post by: The Very End on September 15, 2016, 07:34:11 AM
Haha rave on ;D Thanks tho :)
Yeah, it is mind boghling sometimes how things work in Max. This is one example. I guess if not any other or the devs themselves know how to do it - then there is no hope for smooth transitions >*<
Title: Re: Help! My #Blend material and vertex paint totally goes batshit
Post by: Mazay on September 15, 2016, 05:46:26 PM
In the example track there is the colourful blend material/texture, maybe that's one way to do it? I have no idea about vertex colors.
There is also the VertexColors = true (http://community.bugbeargames.com/index.php/topic,8855.0.html) object property, though maybe won't help with blending?
Title: Re: Help! My #Blend material and vertex paint totally goes batshit
Post by: The Very End on September 15, 2016, 06:16:44 PM
Ooohh, that is interesting! Will have to check out that VertexColor = true when I get home :) I did try that blend method from the example track - turned out the game throwed pink textures on me all of a sudden... haha, mysteries! But again, thanks, now I got a lead :)

Edit: Just as a heads  up, did not change a thing haha! :D Well well, guess that's fooked then..
Title: Re: Help! My #Blend material and vertex paint totally goes batshit
Post by: The Very End on September 27, 2016, 11:04:21 AM
Actually, to expand on this: How come transparent materials does not, or - how do I use them? No matter the material (or Vray) I cannot seem to be able to make a material semi-transparent, like water and glass etc. After some digging I did manage to find that there is surfaces for both glass and water, but they do not seem to help me and my case.

So, if we could know what material settings and export settings you use for Vertex Paint and transparent surfaces that would be great ;]
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 04, 2016, 10:12:28 AM
An update (and bump). Transparent textures should be assigned to the occapasity (wrong spelled) socket slot on texture. Using the glass texture from BugBear and assigning it to that made the texture transparent.

So now we're only left with texture  transitions and how to do them. Since Vertex Paint has it's own tag, I guess Bugbear uses that. Question is - how? 
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Mazay on October 04, 2016, 10:44:48 AM
Have you got the VertexColors = true to have any effect?
It could also be just to show colors of vertexpaint when there is not any texture. I don't know.
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 04, 2016, 10:46:55 AM
It did not have any effect sadly :/ Tried different things but no luck. I know I could use an image editing program to make transition, but Vertex Paint seems like a much, MUCH better option for this purpose.
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Mazay on October 04, 2016, 11:05:38 AM
In Blender I could paint directly on model (texture paint) and it actually changes the image texture. Maybe same can be done in 3dsmax?
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 04, 2016, 11:23:08 AM
It works like wonders in 3ds max, can draw it on easy-pesy with the painter, and the transition looks great. But then I enter Wreckfest and it turns into the mess you see in post 1. I have no idea why lol :P
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Mazay on October 04, 2016, 12:36:26 PM
Yes, but without vertex paint. In example there is track_blend_c.tga:

   

I am not sure how you're supposed to generate that, or how it blends actually.
Is there button in 3dsmax to view example track with blended materials? I could not find that:

I might try to paint just those colors on texture(not vertex paint) in max/blender or photoshop to see how it works out.
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 04, 2016, 12:43:50 PM
If you open the example track base file you will be able to see the textures, at least in 3ds Max. But from what I can see the same texture is applied 4 times on an material, and then there is the tag #blend on it...pretty confusing. Also, wouldn't those maps you show, blend color maps or what they are named, just have an impact on light / light reflection? The holy grail would be how-to use some sort of gradient map or whatever to make a texture transition.

And while at it - why does applying gradient maps or other nice texture transition totally wreck the converter? If you have any gradient map or mix material assigned the compiler will crash whole 3ds Max lol >.<
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Mazay on October 04, 2016, 12:52:13 PM
Also, wouldn't those maps you show, blend color maps or what they are named, just have an impact on light / light reflection? The holy grail would be how-to use some sort of gradient map or whatever to make a texture transition.


I am not 100% sure what is track_blend_c.tga, but terrain_blend.tga is obviously about texture transition:



edit: track_blend_c.tga is very similar, with exception that it also seems to blend road surface textures?

     
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 04, 2016, 12:55:03 PM
Does every track have a terrain_blend file or? Why would they go to such hassles instead of just using the texture paint function? Seems like you have to create a map of the whole scenery, then draw the transitions in, and then lastly somehow magically link that to the materials that are responsible for the textures around track.. :/
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Mazay on October 04, 2016, 01:18:15 PM
I think it depends from map to map. Some pretty big maps atleast earlier had full map blend maps. Some maps have many smaller blend maps. For cliffs and parts of road I think.
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 08, 2016, 11:30:02 AM
Did you have any luck in the research Mazay? I still have not found the usage for Vertex Paint / how to get it working :)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 08, 2016, 01:29:14 PM
Vertex paint/vertex colors are not supported, you need to use blend material instead (check track_modding.doc for info)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 08, 2016, 02:32:59 PM
Thanks for info. However, the part about blend files in the document are a bit limited, how and what usage are the blend maps? How are transitions handeled (textures)? :)

This in 3ds max of course.
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 11, 2016, 10:22:31 AM
Edit: So, if I get this right:

1: An material can have up to 3 assigned textures to it (ref. example track, and not counting bumpmap)?
2: The blend map(s) indicate how the different textures should be applied on the model. Example shows red, greeen and blue, which corrosponds to the different  textures applied to the material?
3: The Macro map tells something about blend map. From what I guess the macro gives instructions to the blend map(s) which in turn gives instructions to the texture rollout?
4: Materials that are of blend type should be normal standard material, but have the tag #blend at the very last part of it. Like: road#asphalt(surfaceType)#insertFoliageNamehere#ShaderType#Blend?

If above is right, do you use software to generate the blend maps, or do you sit in a photo editing program and define where the 3 colors (or more) should be applied / spread manually?

Edit2: I would love to google myself out of it, but I just cannot seem to find good info about this subject. The closest I get are normal maps, but that's not quite what I'm after since you allready have normal textures and bumpmaps / normal maps in the textures. It's only a matter of making texture transitions that are a bit difficoult. I tried using gradient maps and such, but then the Bugbear compiler crashes the whole 3ds max :D
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 13, 2016, 11:01:42 AM
1. Correct.
2. Correct.
3. Macro (normal) map is a normal map that uses UV channel 2 with additional AO and roughness stored in.
See NS map in track documentation.
4. Correct.

Blend material's "blend map" or "splat map" is done in Photoshop or similar image editing software.
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 13, 2016, 11:08:06 AM
Thanks :) Now we have something to work from and research on! :)
Ps, can I ask one more thing? How to assign different textures / materials based on color code in max? Or, how do you define on material that red channel corresponds to texture one?
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 13, 2016, 11:30:00 AM
Yeah sure ask anything you want  :)

Diffuse color slot = R = 1st texture
Specular color   slot = G = 2nd texture
Specular level slot= B = 3rd texture
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 13, 2016, 11:35:18 AM
Great! Thank you :) Now I will have the needed info to research further on my own. I will likely ask more later, but for now - thank you again!
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 19, 2016, 10:37:27 PM
Edit:
Errr, how does this work agian? :p
(https://s21.postimg.org/o77mlfts3/Untitled.jpg) (https://postimg.org/image/o77mlfts3/)

For the test I tok one blend map which is allready in game on ambient color slot, but no matter what I call this file it won't load :/

Edit: Turns out that every texture needs to be named xxx_track_blend ... So that means I will have to make entierly new textures which in turn will explode the space usage.
Please - can you remove the name check? Or at least make sure names like xxx_xxx is accepted, without the terrain blend added to name :)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 20, 2016, 08:33:49 PM
From the doc:

Quote
Textures are placed in the first four slots:

Ambient color    = blend map
Diffuse color    = 1st albedo
Specular color   = 2nd albedo
Specular level   = 3rd albedo

Rest of the maps are not placed in the material editor as they are loaded based on the names of the blend map and albedo maps. For example,  if we have following blend map and albedo maps:

track_blend_c.tga
ground_grass01_c.tga
ground_grass02_c.tga
ground_sand01_c.tga,

rest of the maps should be named:

ground_grass01_ns.tga
ground_grass02_ns.tga
ground_sand01_ns.tga
track_macro_ns.tga
track_color_c.tga
track_clutter_mask_t.tga (not needed if material name doesn’t have cluttergroup-tag)
track_clutter_color_t.tga (not needed if material name doesn’t have cluttergroup-tag)

So if your blend map name is someName_blend_c, macro should be named someName_macro_ns etc. And if one of your albedo maps is named someTexture_c, then its normal map is named someTexture_ns.




Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Cornkid on October 20, 2016, 08:37:36 PM
From the doc:

Quote
Textures are placed in the first four slots:

Ambient color    = blend map
Diffuse color    = 1st albedo
Specular color   = 2nd albedo
Specular level   = 3rd albedo

Rest of the maps are not placed in the material editor as they are loaded based on the names of the blend map and albedo maps. For example,  if we have following blend map and albedo maps:

track_blend_c.tga
ground_grass01_c.tga
ground_grass02_c.tga
ground_sand01_c.tga,

rest of the maps should be named:

ground_grass01_ns.tga
ground_grass02_ns.tga
ground_sand01_ns.tga
track_macro_ns.tga
track_color_c.tga
track_clutter_mask_t.tga (not needed if material name doesn’t have cluttergroup-tag)
track_clutter_color_t.tga (not needed if material name doesn’t have cluttergroup-tag)

So if your blend map name is someName_blend_c, macro should be named someName_macro_ns etc. And if one of your albedo maps is named someTexture_c, then it's normal map is named someTexture_ns.

I will be honest, none of that made much sense to me....

But just had to say thanks for being involved in forums and helping modders out, it is appreciated ;)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 20, 2016, 08:46:27 PM
Ahh thanks haha! So, all textures must have same name as the blend map only difference is that type of file? :)
Any reasons for this btw? The texture folder size will explode if I have to rename textures to blend setup.

While on it, is alias names or similar possible? Texture might have one name but we could trick compiler to read a other name?

Again thanks for input!

Edit: Sorry typo's and bad post setup, on a crappy windows phone..
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 20, 2016, 09:31:28 PM
You only need to rename your macro, color and clutter maps to match the blend map. I don't understand why the size would explode  :D 

Our tracks usually have 1 or 2 blend maps, like in the example track.
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 20, 2016, 10:07:15 PM
Oh well, not explode, but increase ;p But I will agree on that :) Two quickies:

1: Transparent textures I have managed with using occapasy channel, however,  is ther a way to set level if transparent? Mine is on / off, nothing between :D
2: You mention color map, how does it differ from splat map / blend maps? Where you fit that when you have material with 3 different textures, one blend map, one macro map on bump slot? Got to be one cluster material haha!

Thumbs up!
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 21, 2016, 11:44:00 AM
1. You need to have a texture with alpha channel and texture name needs to have an extension _c1 (alpha test) or _c5 (alpha blend). And in Max, _c1 goes to the diffuse slot or if you are using _c5, it goes to the diffuse and opacity slot. Level of transparency comes from alpha channel, so if you need fully transparent map, then paint it black.

2. Blend/splat map defines where and how 3 albedo maps are blended together. With color map you can add additional color variation to those 3 maps. You only need to put blend map and 3 albedo maps in the material editor slots, rest of the maps are loaded by the engine.

(https://s22.postimg.org/d2jody8mn/blend.jpg)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 21, 2016, 11:56:49 AM
Thanks :)

I guess it's just the way I explain it, that makes things a bit difficoult. But, let's use last example over:
If I chose 1,2 and 3th material with any other name than track_blend_xxx it will throw the error mentioned earlier - hence I was so caugth up in the naming thing. I am fairly sure I do the exact same as above, other than that I have the extended material veiw aswell as 3ds max 2016. Could the compiler cause problems for the 2016 version, or is it the usual PEBCAK (Problem Exists Between Chair And Keyboard) syndrom?

Either way, I'm really thankfull for the insight you share! It gives a good impression on just how complex track making for a developer is compared to us petty modders. But thanks to your insight, how knows - maybe some of my work will turn out allright eventually? ;) 
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 21, 2016, 12:27:14 PM
Hmm okay I need to check if there's something broke with the naming. Can you take a screenshot of your material setup? I've only tested it with max 2015 and standard material editor.
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 21, 2016, 12:49:28 PM
Thanks :)

Error code:
CommandLine: "D:/Programmer/Steam/steamapps/Common/Bugbear Entertainment/tools/bGeometry.exe"  -v -input "D:/Programmer/Steam/steamapps/Common/Bugbear Entertainment/mods/TrackPack/data/track/test2/test.bgo3" -output "D:/Programmer/Steam/steamapps/Common/Bugbear Entertainment/mods/TrackPack/data/track/test2/test.scne"
Assert failed! src\btoolcore\Bgo2Scne.cpp(1527): "strstr(get_relative_path(blend_c->file).c_str(), "_blend_c.tga")" invalid terrain blend material
Press any key to continue . . .

Picture of an material (for the sake of testing I just used the same texture to see what happens, same happens if I add 3 different textures:
(https://s10.postimg.org/4dtlbuimd/Untitled.jpg) (https://postimg.org/image/4dtlbuimd/)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 21, 2016, 02:07:10 PM
blend_c needs to be in the end  :D  In your case texture name should be derby1_blend_c.tga
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 21, 2016, 02:15:58 PM
Oh, goodie, thanks..... for now ;)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 21, 2016, 03:07:57 PM
So, I got it to work, or compile that is ;)
But, no matter what blend maps I use (I use the ones you use for testing), I get it something like this:
(https://s18.postimg.org/latxb4m51/Untitled.jpg) (https://postimg.org/image/latxb4m51/)

In my experiement I called the blend map test1_blend_c , and for the other 3 textures I called  them test1_groundxx_blend_c. Like this:
(https://s13.postimg.org/is79e1dwj/Untitled.jpg) (https://postimg.org/image/is79e1dwj/)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 21, 2016, 03:45:20 PM
Couple of things.

1. Don't put *blend_c in the names of those 3 textures. They can be named whatever you want except *blend_c, *macro_ns, *color_c, *clutter_mask_t, *clutter_color_t. You just need to remember to put the _c in the end.

2. You need to create second uv channel to your object. Otherwise you'll see pink and other weird stuff.

3. You need to create *macro_ns and *color_c textures. Also *_ns textures for those 3 albedo textures. Otherwise you'll see pink colors and other weird stuff.

To create "empty" _ns texture, create small texture using values R:128 G:128 B:255 A:255. For color map use RGB:128.


Something like this:

myTrack_blend_c.tga
myTrack_macro_ns.tga
myTrack_color_c.tga
myGrass01_c.tga
myGrass01_ns.tga
myGrass02_c.tga
myGrass02_ns.tga
mySand01_c.tga
mySand01_ns.tga
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 21, 2016, 04:37:33 PM
Oh sweet lord! Right, will test it out and see how it turns out. Thanks! :)

Edit: Success! Or well - kinda!
(https://s21.postimg.org/7rp63li0j/Untitled.jpg) (https://postimg.org/image/7rp63li0j/)

Some of the issues (other than what's vissible in picture):

1: There are several "lines" that suggest something is a bit off with textures, my guess - I'v done something wrong on the NS textures?
2: How to get a right ressolution on the textures? If I do an unwrap of the texture / uvm map it the textures repeats itself (as it should), but how could I prevent if from repeating the blend texture, errr.. the layout? Do I have to somehow unwrap the textures on different textures channels?

Meanwhile I'll do further trial and error'ing ;)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 21, 2016, 08:10:26 PM
1. Double check that all NS maps has necessary data on the correct channels (see modding document). Repeating lines suggests that the problem is most likely on the normal or AO.

2. With terrain blend material you can use standard material's texture tiling values to control tiling (works only on the three main textures controlled by the splat map).

Blend texture (ie. splat map) always uses mesh UV channel 2 and should have a basic planar mapping on that channel ie. the whole UV should fit inside the 0-1 UV space (square frame in the UV editor). It's usually a good idea to use same type of mapping on channel 1 too.
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 21, 2016, 08:22:54 PM
Thanks yet again! Will check them NS maps, I suspect that converting them from bmap - png - tga - bmap has made something go bad with it, like an alpha or two lost in the process ;)

When it comes to texture tiling, you thinking of offset / tiling / angle selection in materials right? Never got those to work right when doing one material - one texture. The textures allways seems to be stretched and only way to fix that is to use unwrap / uwm map the shit out of it. Guess the magic of blend materials solves that aswell, haha!

Great to see you sharing knowledge here, we (the mod community) is happily to suck up all the information we can get!

Edit: It worked! Well not the NS but that's my bad somewhere. So, tilin on blend materials works, great :)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: Petri Alanenpää on October 21, 2016, 08:34:22 PM
Yeah actually we failed to mention in the document that you can't use those tiling values when creating normal (non-blend) material. They only work in blend material..  :D 

If you are converting from bmap, those channels are probably wrong. If I remember correctly, bmap switches red and alpha around for better quality.

Edit: Tested ns map with breckfest and it lost the alpha channel (originally red channel, so it lost normal map data)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 21, 2016, 09:00:25 PM
Oh, nice catch there.
How would you go about getting those textures? I know it's a bit in the grey zone as I understand you want to protect your assets, but well..What about releasing the textures as tga butwatermarking them / code them in a way the game engine would remove the watermark to prevent theft? Or even better, a database / place to reach out for the textures all-togheter without having to use shady 3d. party tools? :)

If I make a new one, it need to be "R:128 G:128 B:255 A:255. For color map use RGB:128"? Is A:255 the color given to the alpha channel?
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on October 28, 2016, 12:09:21 PM
Meanwhile, a completely other question:

Do you support vertex animation, or flex animation? I'm thinking of flag animations and such by doing flex modifier. The animation is / can be stored on the timeline (autotime or setkey / time in 3ds max), but unless other animations it won't work in-game. Closest I can get is to make a lot of small invidual polygons that work as their own, but that's not ideal or precise enough.

Enlighten me :D
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on December 01, 2016, 06:39:04 PM
Sorry for bump, just having another two questions:

1: I got clutter masks to work, but I'm wondering - do they support multiple clutter groups? I have tested giving it both speedway01 / exampleclutter tags, but it will only use the first one. I have double checked that the clutter map actually has different colors, but I guess I just need to find out where to "tag" that second clutter group.

2: Does blend materials in Wreckfest support 4 textures? I have exported some interesting splatmaps which has the RGB textures, but as well has a 4th texture in the alpha channel as black color. How would I go about using all 4?
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: The Very End on March 05, 2017, 10:12:04 AM
Allright, to get my head onto a new project I felt the urge to digg into the game files a bit again, and I finally found out how to do multi-clutter with blending. Basically, the various clutter groups such as urban01, speedway01, exampleclutter, mixed5 etc have a range of various clutters to them with different weighting parameters. If you just tag your material with that tag they all will be put on same surface meaning it's A LOT of clutter and performance hit. However, the different clutters are assigned to different "colors", much like what we do in normal blend mapping. This means you can do following to distribute / blend various parts of the clutter group on your surface:

Create a xxx_clutter_mask_t file and a  xxx_clutter_color_t image. The clutter mask should be a normal blend map with different colors depending on different part of the clutter group you want to see. Black means no clutter is to be placed in that area. Clutter color let you overrite / change the color on the actual clutter. If done right you can use tags like #sandpit04 with a clutter map like this
 (https://s29.postimg.org/6xs11t4r7/Untitled.jpg) (https://postimg.org/image/6xs11t4r7/)
to get:
(https://s9.postimg.org/7y5rkbbbf/Untitled.jpg) (https://postimg.org/image/7y5rkbbbf/)
Title: Re: Vertex paint, transparent textures (water, glass) and other strange things
Post by: blazngun on March 08, 2017, 12:41:04 AM
Thanks for reviving this thread TVE! Reading through filled in a bunch of knowledge gaps and gave me the kick in the butt i needed to take my tracks to the next level. Compared to your mad skills i'm a hack, but i've only really been interested in making stuff for me and a friend to have fun with so far. Learning all this has been fascinating!