Ok fellas,
I really need your help here. I've searched the forum and I've found some threads about it, even choco and drew++ have made a great one.
I've tried it, but I didn't succeed to have what I've expected.
Here is the thing I've made using ShaderFX :
And here is the result :
Most of the time, the transition mask is a height map. But, what if I want something else?
As I remember, when we do it in UDK, the transition mask appears only at the transition between the two colors, not everywhere like here.
What did I do wrong?
I've tried with this one :
Working on a version for 3DS Max.
and I've got the same result.
Is there a way to avoid this? Maybe my 3DS Max is fu**** up?
Thank you for your answers!
Replies
But I'm thinking it's either you file type, or your gamma settings on your texture import. If that's not it, in your shader: you might need to do a clamp before the lerp... You can either clamp 0 to 1, or use saturate.
if that doesn't help... come back!
p.s.
- What do your blend textures look like?
Sorry for the late answer ^^
So, I've tried to put a clamp before the lerp, like you said, but it didn't help it out.
Here is the texture blend, that I use for this test:
And I've also made a screenshot with some notes, so it could be more understandable.
Thanks a lot!
Sorry for that. But if anyone have the answer, I would be grateful! Thanks.
mask + (vertexcolor* 2 - 1) is probably the easiest way to handle this. clamp that before passing it into lerp too.
After multiplying the blend map with the vertex color, he adds the vertex color back in (so parts that should be blended 100% are) then a power node to adjust the contrast of the blend, and eventually clamps all of that.
It just works fine now :
@equil : I've tried your solution. In this case, the mask starts at the transition, but it keeps going
Anyway, thanks for your answers! ^^