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How are these mixer textures generated?

Hi,

I have these mixer textures for terrain blending (images attached) and I’m curious how they’re made. Are they procedural (generated by code) or usually hand-painted? Any tips or references would be great.

Thanks!



Replies

  • poopipe
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    poopipe grand marshal polycounter
    they're shapes mushed together with noise.  probably substance designer but you can do it in photoshop or whatever. 
  • okidoki
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    okidoki interpolator
    Scribble with any brush, a bit more in the middle and use some blur filter in Gimp there also a  lense blur.. you can even use.. your name...



    ..so maybe mix some cloud texture.. :wink:
  • okidoki
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    okidoki interpolator
    Or "more proceduraly"...


  • dimwalker
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    dimwalker polycounter lvl 17
    First one definitely looks hand drawn with lots of blur, you can almost see individual brush strokes of the middle part.
    If you need one fast - paint it.
    If you need many unique ones - procedurally generate it.
  • ffbh
    @poopipe
    @dimwalker
    I need the mixer texture to be fully white at the center and fade to transparent at the edges randomly.
    Is there any code example or repository for this? I want to generate the texture at app start.

  • ffbh
    @okidoki
    Is it possible to do this in Unity? And I need the center to be more white than the edges.
  • okidoki
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    okidoki interpolator
    This properly can be done in unity Bildschirmfoto zu 2025-10-28 10-34-04or anyBildschirmfoto zu 2025-10-28 10-34-04 other node based tool.. just use and mix any kind of random object and/or noise and maybe concentrate it into the center or make in tileable in one direction like your third example.. (not using unity myself yet). Here is another example in MaterialMaker .


  • poopipe
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    poopipe grand marshal polycounter
    you could generate this with code
    or you could simply composite images. 

    either way, the result will depend entirely on how you combine your gradients/distancefields/however you choose to think of it

    here is an example in substance designer.  the maths translate 1:1 to any shading language and can be easily ported to code. 

    The simplest case is to add the two images and then multiply the result by your "shape" (polygon2/input0 in the attached image) - This relies on values outside of 0:1 in order to work so you must set your graph to work with HDR/float data in substance
    if you work with cpu code make sure you're working with float data rather than 0-255  and it'll work
    if you're doing it in shader code it'll just work.


    There are many ways to composite the images, this example is as simple as it gets while still guaranteeing that the values in your "shape" image are respected (if you put 1.0 or 0.0 in your shape image, it will remain the same value in the output)


  • ffbh
    @poopipe
    This one looks really promising — it’s much closer to what I wanted. Thanks a lot!
  • ffbh
    @okidoki
    Thanks for the solution — I’ll give it a try later.
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