Alright, Got it. Minor hiccup here or there along the mathematical road but I have a solution. Had to remember how to play with quadratic equations. So for an edge mask what we're essentially looking for is to modulate a hard edged mask with a more natural looking one at a specific point. Namely the point right close to…
Basically I am trying to project a texture onto a mesh based on world space.. which works fine. I'm able to add by a negative constant to control how much of the texture is projected onto the up-facing geometry normals, and multiplying by a constant controls how intense the effect is. The problem I'm trying to solve is how…
video. :) Just moving one parameter off screen, the edge threshold, till about the middle of the video, when I pull down the final snow mask exponent to deep freeze the rocks. [ame] http://www.youtube.com/watch?v=PWpqwVQYosw&hd=1[/ame] Edit: I should mention that the fidelity of the edge is totally dependent on the greater…
@rasmus: not sticking your foot in your mouth. I started with something similar in one attempt. Using a dot product and it's inverse slightly offset by exponent, and multiplied together. It does create an edge area but the edge is very dim and doesn't blend well with a sharp edged core area. The multiple layered thing…
funky.. you're not actually using the model's normal map to control the deposits. easy to plug that in later anyway. I spent some time last night chasing down a solution.. got a few close things, but nothing that worked exactly right. I have a similar desposit example shader made up, but I was using an IF based threshold…
Progg: is that little set plugged directly into the lerp? It will be easier to see where your edge is, mathematically speaking, if you post more of the shader network.
Hmm, in that case, I would most likely either try a Position/Eye Vector node or Fresnel node, I'm not exactly sure how you would be able to limit to the lower edges of the projection.
Well that math is already plugged into a constant clamp, otherwise it doesnt work at all. The power does help to control the falloff and I did try that, but I'm trying to figure out how to add a black and white texture (mask) to the edges of the projected texture only
I think what is being suggested is that you clamp the texture to create a mask that isolates the mid ranges of the dot product. Then you can use this to apply your edge texture. That's one way to do it. Here's a tutorial which shows you how to do this kind of thing with vertex colour:…
I'm probably totally putting my foot in my mouth here, but couldn't you also create two dot products, multiplied to have different "reach", and subtract one with the other to get the edge mask? Another slightly different idea you could do is map an RGB gradient to the dot product and use that as a mask for different…