Mask Data between Blender and Unreal Engine Using Vertex color

Hello geek friends ! Here is a neat trick for your mesh shaders ! It allows you to exchange mask data between Blender and Unreal and avoid using textures when not needed. This way, you can define parts with specific properties without baking masks or using multiple materials (never do that : adds draw calls ! ) Don’t forget you can download sources on Patreon !

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