Why when I am using height blend + paintable mask in Sampler I get this sudden height cliff ? . My guess the paintable part of a mask should multiply or add on one of two layers height . When I do same kind of depth blend in Affinity photo or even Photoshop there are never such artifacts. I tried smooth and blur slider but…
Hi everyone! First off: Thanks for taking the time to read this. I have the following problem: I've created a tree model, which has a trunk that consists of two parts. The bottom part is a retopologized version of a 3D Scan, while the upper section uses a tileable texture that was created from the scanned texture. (Click…
Noticed that switch blend takes 1 ms less at 2048x2048 + non binary alpha. So why everybody uses copy blend then ? Is it pre-multiplied alpha vs source alpha ? That said I don't understand this alpha choice either . See no difference in 32 bit mode I usually do my substances due to more predictable and unrestricted height…
You need to make a custom shader in 3ds Max. You can use Shader FX to make the shader. But instead, I recommend you use the Terrain object in Unity to blend your textures. It has good tools for painting blends, and it already has a built-in shader. For blending on non-terrain meshes, you could use VPaint or ProBuilder.…
Hey everyone! I'm trying to get the black lines from my stripes procedural into my base color but I'm having a lot of trouble blending them with the already blended wood grain and uniform color! I'm sure it's a simple addition i'm looking for, anyone know what might do the trick?
Hi, So I'm trying to recreate a building for an art test and the brief states; I've had a go using alpha decals, which didn't turn out too great - and researched a bit on blend/composite maps and vertex blending. Just wondering what you guys would recommend in how to create same detailed, relief effect the reference image…
Hey guys, Working on some material blending techniques, but do not have access to UDK or Cryengine. Is there any way to get a similar effect to their blend shaders using vertex paint and heightmaps, but in 3ds max? I know there is a Cryengine shader for it, but as I said I do not have access to it. Here's a pic of the…
Good evening. I am trying to blend a Normal Map Trim texture that is on a different UV channel (Channel 2) using DeriveTangentBasis. My main tiling normal map is on Channel 0 and Light maps are using channel 1. I was following the info here using the new Derive Tangent Basis Node for my Trim normal map on Channel 2.…
I've been hitting a road-block with a multi-layered material in UE4, and now I'm wondering if what I'm trying to do is even possible. Maybe an Unreal guru out there can set me straight. I have developed a material that utilizes several material functions, and I'm using vertex colors to blend between the functions. That…