Cover¶
Moss, snow, leaves or ash that always sit on top of the object, whatever its rotation. Turn on Use Cover? (group Cover).
| Parameter / switch | What it does | Typical value |
|---|---|---|
| Use Cover Maps? | On = textured (moss, leaves). Off = flat colour, no texture cost (snow, ash) | moss on, snow off |
| Cover Amount | How far the cover spreads from flat tops down the slopes. 0 = no cover | moss 0.45, snow 0.65 |
| Cover Height Influence | Thick clumps appear first | moss 0.7 |
| Cover From Below? | Cover on undersides instead: bridges, ceilings, vehicle underbodies | off |
Extras (off by default):
- Cover AO Influence: moss gathers in corners and crevices first (needs Use AO? and AO in the Mask Map alpha). Start at 0.5.
- Use Cover Dirt?: damp dark soil just outside the cover edge.
- Use Cover Edge?: the edge gets visible thickness. Cover Thickness (cm): snow 1–3, moss 0.3–0.8, ash 0.1–0.3.
Tips¶
- In Asset, Vertex Blend, Mask Blend, Landscape and Material Layers. Cost: low, +2 lookups with Cover Maps.
- Snow start: maps off, white Cover Tint, Amount 0.65, Cover Normal Intensity 0.3.
- Use Global Cover? lets one Blueprint snow the whole level, see Level-wide control.
- Weather runs after Cover, so rain wets the moss too.