Also, tri- planar isn't ideal for all situations and is not suitable for specific patterns. Plus, I'm not sure if they've fixed the seam mask T-P bug in SP2? Although the addition of a clone brush (finally) makes life a lot easier.
So an action/script that for each frame in an animation... * Copies the input image in entirety or by layer groups. * Opens a template document with your pattern layers ready to go. * Pastes into each layer mask, adjusting the colors for each tonal range. * Profit?
What you should do is generate in passes and increment selected positions in each phase by one bit up, that way you will end up with grayscale map after conversion which is more interesting just plain masked 01 image..
Hey, I think I've fixed this now! I've uploaded the new version on my website (1.0.2). It now ignores Alpha Channels but you can still use Layer Masks of course (as shown in the video). Thank you all for the comments! :)
I would probably do something like this: And depending on how big you make the gaps, there wouldn't even be a need for an alpha-map to mask it out. And if you really want some volume in there, then the same thing with a shell modifier could do.
Ok. Does it show up in a material instance? You can try to use a component mask with r-g-b ticked in after the blend angle corrected normals function, but I would be surprised if it wouldn't give a vector 3 by default.
Thank you Eric. This is very helpful. You deducted correctrly that i have a black color in empty areas. It's good to know that standard shader will not treat them as alpha. I will try with hiding black areas with detail mask as you suggest.
thanks ! well, actually i didn't use special brushes, most of that texture was created from the ambiant occlusion and the cavity map generated from the normal map. I used them as masks to change the colors of the rock with differents photo textures.
Hmm, not too sure. I've had not-dissimiliar issues when the original mesh has been partly hidden or masked. It's probably worth making sure the whole thing is visible and unmasked, possibly even deleting lower subdivision levels too.
I'm thinking this might be easiest to do with Texture Painting: Face Selection Masking. It won't be vertex colours, but I was going to bake the vertex colours anyway, giving me an image too. It would be nice to solve this thread too anyway. DPC