Added convex / concave separation, and its working on both normal map and vertex normals. Example with beveled edges (vertex normals): Example with a normal map input: And an example with some noise texture break-up and convex only edges:
Hi @Obscura ! So great results. Would it work with landscape's curvatures, for example, to "detect" water erosion? Or it only work from normal maps? Thank you!
Hi. The filter width will determine how wide the curvature lines will be. Convex edges can be used for edge damage, and concave ones can be used for simulating dirt accumulation in cravices for example.
Hi Krystof! I bought your awesome material function from Gumroad but I'm new to Unreal and am having trouble plugging it into my textures. This is as far as i got. What steps am i missing? Could you please create a material as an example and post a screenshot here? Thanks in advance! -Bruno
@ThunderOwl @zumwolt So here is a very simple example of how you would use it to add edge damage. Just subtract some noise texture of your liking from the convex output, apply some value adjustments, and then you can use it as a mask like this: Adding dirt to crevices would be similar to this, you would just use the…
Hello. Bought your material function on Gumroad, would like to experiment with it a little. My experience is limited, so I would like to ask, is there some nodes example(s), about how to use RG mask output (how exactly drive some material parameters), also maybe hints on filter width value principles? Would appreciate a…
Understood. My personal opinion here, a simple example nodes screenshot, packed along with function purchase would save you from most of question bombarding about usage. No need to remove it. Also, i do not need "money back", i will ask around to my friends who has more material knowledge, they will help. My best wishes,…