Multiplayer Balance and UE4 Materials Pt. 2
Today we talked about the difficulty of balancing multiplayer games as well as downtime and player interaction, and then continued our discussion of materials in UE4.
The main point of interest for today was that rather feeding in a single number to most of the inputs on a material, you can feed in a 2D picture (a "texture") that controls the value at each point on the surface. So you can have areas that are shinier or rougher, or areas that are metal and not-metal.
To control how quickly the texture repeats/scales/tiles across a surface, you can feed in a TexCoord (Texture Coordinate) node into the UV input on each texture sample node, and choose how many times it repeats in the horizontal (U) direction and how many times it repeats in the vertical (V) direction. This is really important when working with objects that have been scaled up in size since this will normally make the textures look hideously big.
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