Hi,
On my static meshes i`m using a shader material that has vertex color as a mask between 2 colors/textures
Imagine a barrel that is painted half with blue and half with red using the vertex color as a mask/blending between the 2 colors/textures.
However when i`m using lightmass to bake the lightmaps the color bleeding(bounced diffuse light color) only gets 1 color and not 2 as it`s supposed.It seems as if Lightmass doesn`t know that the barrel is using with 2 colors.
Anyone has a solution on how to get lightmass to render correctly the static meshes that use vertex colors as mask for 2 or more colors/textures?
Thanks in advance!
On my static meshes i`m using a shader material that has vertex color as a mask between 2 colors/textures
Imagine a barrel that is painted half with blue and half with red using the vertex color as a mask/blending between the 2 colors/textures.
However when i`m using lightmass to bake the lightmaps the color bleeding(bounced diffuse light color) only gets 1 color and not 2 as it`s supposed.It seems as if Lightmass doesn`t know that the barrel is using with 2 colors.
Anyone has a solution on how to get lightmass to render correctly the static meshes that use vertex colors as mask for 2 or more colors/textures?
Thanks in advance!