hello im working on a blend texture for a special effect.
this texture blends over multiple props in the scene, and i am having problems with different props having slightly different texel densities.
so im wondering if there is a way to have the blend textures UV scale in all the materials that use it the same, by maybe using world coordinates?
im able to get the effect i want of flat horzontal surfaces, but just taking a world position node, removing the blue(z-channel) and multiplying it by a small value, and using that for my uv's.
but the problem is when i get to walls, depending on there facing i need yz, or yz of the world position node. than i got no dam clue what to do with no flat surfaces like props.
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ya i managed to figure it out, though instead of a dot product for my mask, i just did a vector transform, on 0,0,1, masked out the red channel, than copied and masked out the blue, than did a abs on both of them.
works pretty good, i just had to make some adjustments to my mask to make it blend better on rounded surfaces, and my blend material is organic enough, that i can get away with small amounts of distortion.