The rocks look awkward, because they aren't blending into the dirt at all. If you used a height blend node to add them, it would look a lot more natural.
damn dude...the path blends into the rock really nice. I'm guessing you made a second texture to achieve this, rather than blending it? works really well.....
With v-ray you can basically stack a bunch of materials in top of each other, and blend them together with the v-ray Blend material. Can you do something like this with Arnold?
Thanks man, really appreciate it. And how did you plan out the floor and pillar tiles to blend in with water, grime and cracks? You have different materials and blend them with vertex paint or something?
I can't seem to find the blend node instance in SD5? Any idea if they renamed it or am I just blind. I'm not talking about the greyscale blend node but the one that was in SD4 :) Thanx in advance
Finished with the 4 headed statue. Will incorporate vertex blending shader that blends in moss later in the project. And here's another preview of the environment, with the stairs implemented and some lighting changes.
Finished with the 4 headed statue. Will incorporate vertex blending shader that blends in moss later in the project. And here's another preview of the environment, with the stairs implemented and some lighting changes.
i would think its just a general term for a vertex blended shader with inputs for at least two materials. something like this: http://www.laurenscorijn.com/vertex-blending-snow.html
If you've got a streaming setup similar to Unreal's virtual textures or the more recent stuff enabled by dx12 then texture size really isn't a concern anymore and you can chuck 4k or bigger maps around as much as you like. if you don't then texture size very much is a concern and 4k maps are generally something you want to…