Editing Arcane University:Hiding Texture Seams with Blended Decals
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{{note|Trishapes with alpha properties can not receive Material Shaders (Directional Shaders).}} | {{note|Trishapes with alpha properties can not receive Material Shaders (Directional Shaders).}} | ||
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+ | The way this works is that, if the correct Nif properties are applied, the first vertex color layer will act as the RGB layer and the second will be the alpha. In combination with other properties, the same technique is also used for glow tuning, for animation weight painting, and others. For blending, the only known vanilla example is in the fort mesh, where a skirt decal is used to blend the glow effect from the fire. | ||
== Gallery == | == Gallery == |