well, i for myself make a mask for the decal, white what i want to be seen and black unseen, and plug it to the opacity mask slot (have to set the blend mode to masked). dunno if im doing it wrong, but works fine for me
alpha blending you say ? could be a sorting issue - use the opaque material on anything that doesn't require transparency. if there's an alpha test / clip / masked material use that for anything it'll work on.
Hi! Maybe you find some articles in the wiki useful (if you didn't read already): http://wiki.polycount.com/wiki/Modular_environments. I would, as you wrote, use combination of tiling textures, trim sheet plus a set of uniquely unwrapped meshes that can be used to add geometric detail. To break up large areas textures can…
Is it possible to mask out my terrain detail textures with masks I made in Photoshop? I don't want to have to rebuild them by hand in the editor, but i cant find where to import them. I know about the mask by slope angle feature, but why should I remake my masks manually when I already made them in Photoshop?
Are you trying to paint a mask or a color? I don't have ZB open but I dont think you can use Spotlight as a stencil for masking. You CAN use a stencil for masking however. http://docs.pixologic.com/reference-guide/stencil/
White mask value = left of the gradient and black mask value = right side of the gradient (or the other way around, I can't remember). I think. So, it pulls values from the gradient where the mask transitions between black and white.