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Vertex Blend

MM_KurinAssetVtxBlend_01a: floors, walls and ruins painted with vertex color. Up to three layers blend by height (stones poke through sand), plus painted puddles and dry areas.

Setup

  1. Make an instance, fill 01 Layer Base and 02 Layer R; Use Layer G? adds a third layer.
  2. Turn on Use Height Map? per layer so edges follow the height.
  3. Paint in Mesh Paint mode:
Channel Paints Needs
R / G Layer R / Layer G (black = Base) G: Use Layer G?
B Puddles; on slopes a wet spot (wet walls, leaks) Use Weather Layer (VC B)? + Use Puddles?
A Dry Mask: Fill A = 1 first, paint 0 = dry Use Dry Mask (VC A)?, see Dry areas

Test on a painted mesh: the preview sphere has white vertex color and looks fully flooded.

Base groups

Group Key parameters Tip
00 Settings Height Range (cm) Default 4; must hold your tallest layer
Layer Base / R / G Height Scale (cm), Height Offset (cm) Offset -1 sinks sand so stones stick out
Layer R / G blend Height Blend Contrast, Blend Distance Higher contrast = sharper edge

Add-ons

Add-on Switch / key parameters What it gives Cost
Layer Seam Use Layer Seam?, Seam Strength, Seam Width (cm) Lit / shadowed rim where one layer sits on another ~25 instr.
Layer Border Use Layer Border?, Border R / G Color, Border Width (cm) Band along the layer edge (cement seal, filler) ~20 instr.
Cover Use Cover? Snow, sand, dust on top
Weather Use Weather? Wetness, puddles, rain, frost
Landscape Blend Use Landscape Blend? Mesh blends into the terrain
Virtual Textures Use Virtual Textures? Uses the (VT) map slots

Tips

  • Thick layer (plaster on brick): Height Offset (cm) +1.5–2, Height Range (cm) 6–8.
  • Noisy band at a flat edge: raise one layer's Height Offset (cm), Height Blend Contrast 5–10, or a denser mesh.
  • Layer Seam: needs different layer heights; Seam Width (cm) 2–4 = soft worn edge. Sparkles: lower Seam Max Slope.
  • Layer Border: cement = Border Color (0.30, 0.29, 0.27), Width 0.8–1.
  • Puddles: painted puddles stay at Weather Wetness 0. Check height with Weather Debug Mode 10.