I am aware of the composite and ramp nodes, the problem are the nodes for entering the number values. I am also not sure if there is clamp node (min=0 and max=1)
Search around youtube for "Blender procedural texture", there's a lot out there.
One typical setup for me in Maya looks something like this to set up a procedural grunge mask. The top row mixes some noises for overall grunge, projects it to the geometry and adds them together. The bottom row uses projected noises to drive the curvature nodes for edge and/or crevice wear, which then is added to the top mask. The remap nodes in maya are like a Levels function to control brightness across a curve. A simpler setup might just layer two file textures. Either way, the output then gets mixed into color/rough/bump or whatever I need.
@throttlekitty Thanks. I am trying out a way u can make tiled texture show up at the faded out /gradient edges of another mask texture I painted giving that texture the illusion of being high res. Does it work with in this way?
It can, yes. In Maya, we can set tiling on the place2dTexture node before the textures, or by values on the triplanar/projection nodes. It's part of why I run dual noises, I forgot to mention it.
Thanks throttlekitty. I don't use Maya unfortunately. I forgot to mention it earlier but I think I can guess how the set up is done. Any chance for a 3dmax set up? Especially how to clamp it to 0 to 1. I will try to see how I can do this in 3dsmax or Blender. The problem is the nodes type to multiply, subtract and clamp using numeric values.
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If possible, maybe a screenshot of the material setup?
One typical setup for me in Maya looks something like this to set up a procedural grunge mask. The top row mixes some noises for overall grunge, projects it to the geometry and adds them together. The bottom row uses projected noises to drive the curvature nodes for edge and/or crevice wear, which then is added to the top mask. The remap nodes in maya are like a Levels function to control brightness across a curve. A simpler setup might just layer two file textures. Either way, the output then gets mixed into color/rough/bump or whatever I need.
I am trying out a way u can make tiled texture show up at the faded out /gradient edges of another mask texture I painted giving that texture the illusion of being high res. Does it work with in this way?