Hi guys, I'm a student Video Game Design at Digital Arts and Entertainment (in Kortrijk, Belgium). For my graduation project, I'm developing a tool to blend static meshes with the environment. I basically want to remove the harsh seam that you see when a static mesh intersects with a landscape actor. Some examples of…
For the landscape material, I use a Material Function that outputs a world-space material (in this case snow). I use this MF in the regular landscape material and in the "special" terrain blending material on the mesh. You're right, if you were to put this rock on a sand-landscape, snow would still show up at the…
Are you using the DistanceToNearestSurface node? I will be putting up everything in two weeks, so you can copy from that if you want :) . Or is it an urgent problem that you want to solve?
@dovahkiin009087 Don't tease. This entire thread is full of 'omg when is this coming out?!11!?'. Either post what you've found, or don't post anything at all.
Also you can try to use Pixel depth offset with DitherTemporalAA node for meshes bledning. It has some downsides and can affect performance in some cases but overall can do blending pretty nice.
I think you mean the DepthFade node :D . That's something I considered at the start of my project but it would look strange from certain angles. Also, making a lot of meshes translucent or masked would be pretty peformance heavy :)
I've been messing around with these things for a while and I did a breakdown in paint to cover the essentials. Hope you find it helpful :) Base color and normal view modes are great to visualize the material
That looks pretty awesome as did the original post. So call me crazy, but couldn't you simply use a Depth Fade node setup on any material to get this effect on the cheap? I typically use depth fade for things like water materials and the like but it pretty much looks like your setup here Vlad.
Impressive work! Anyone could break down or explain the "Normal Adjustment" part? Because I understood that you use "DistanceToNearestSurface" node to make a simple mask and put the respective material into it, but how he used the "DistanceFieldGradient" to tweak or modify the vertex normals of that specific zone? Thank…