What if you took a similar stance to the ground using vertex blending for the texturing. You can model the trees how you want, and let them use tiling textures, then you can use vertex blending to change the textures at certain parts like the roots or when you want to add special details/moss. Also by making a few of the…
color balance -> default color. Actually what you could do is use a blend node and blend a couple of instances of the texture together to cover the UV spaces adjacent to the 0-1 UV space. Just take your original texture and use texture offset and scale. you might have to scale it pretty big in U / V direction to get…
[ame] https://www.youtube.com/watch?v=WSLyA7eQWOU[/ame] This should do what you want if you have a texture sheet. If you want the same thing in a game you would have to export animation curves and setup a material with dynamic parameters / uniforms to offset the UVs. [ame]https://www.youtube.com/watch?v=L9Hg5Xu2zAU[/ame]…
How would I go about getting alpha blending like seen in this tutorial http://www.blog.radiator.debacle.us/2013/09/hacking-blend-transition-masks-into.html with ShaderForge? The code there is outdated and doesn't seem to work. I'm trying to get a result like seen in the video above. Does using heightmaps like they show in…
Time for some tech art stuff. This is a material I made using the Strumpy Shader Editor for the Unity engine. It uses vertex color combined with a depth map to blend two sets of textures together. [ame="https://www.youtube.com/watch?v=HDXwSEUYrbI"]Unity Vertex Blend Material - YouTube[/ame] Inspired by this UDK material,…
OK so you still have memory limits to contend with. Which means using tiled textures. You can vary it up a bit by blending textures together. The concrete/grout can be a separate texture from the tiles texture. You could also add another texture which has all the tiles extremely damaged (cracked, incomplete, dirty) and…
Aw shucks, that's my guy. :> Here's some detail on the layer setup. Not sure exactly why I used both a WSN and pRTP with different blending modes. The way I usually do it now is roughly this: Cavity/Curvature - Overlay Green Channel of WSN - Soft Light or Overlay at 50% opacity Ambient Occlusion - Multiply at 50% Base…
Things are cool overall. But your value separation is really killing this. Everything is either too dark or blends together. You need to make things different values so the viewer (or player) can separate where the floors and walls meet. Otherwise the eye just blends it all together. I would start by making the pillars a…
Thanks for explanation, but there was other problem. I used Material Color Blend node to add some slight dust layer over everything. Because of this node my AO was too soft and it didn't give me results I wanted. I didn't notice it earlier, because there were other problems to solve. I had to drop opacity level for AO in…
Shader needs some work but it's definitely going the right direction. Especially the smoke rolling speed needs tweaking so it doesn't roll back due to Unity's animation curves. Now added soft edge blend so it creates a smooth transition where it touches other meshes instead of hard edged clipping. Zieg_Reborn I'm planning…