I'm studying how to make seamless textures for a ground plane in Substance Designer.
So my question is about the placement of the pebbles. I want to be able to control pebble placement on each ground geo outside of Substance either by mask texture or vertex color. However, the transition, I want the pebbles to retain their shapes/outline instead of them blurring into the ground. In UE4 there seem to be a node specifically for this but I need to do this in Maya/Redshift.
Any advise appreciate. Thanks everyone.
Replies
Some tips here. Not specifically for that combo, but might give you ideas to start experimenting with.
http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
This first video describes blending two materials using the RS Material Blender based on two material heights + a mask. At 2:00 he starts with a Ramp to do a simple blend from left to right. Instead of a ramp, this is where your own mask or vertex colors would be. Even if you're not using displacement, you'll want to have a mask that defines the shape of your pebbles. In addition to the blendColor node he uses here, there's also layeredTexture, which features a number of blending modes, like add or subtract.
https://www.youtube.com/watch?v=0g0NJnsI4fE
Next up is the Redshift Documentation for rsVertexColor, which has a nice little primer at the bottom. Using a single R, G or B channel from this node is what you'll use in place of the ramp from the tutorial to control where your pebbles should be.