That would be sweet. :D edit: Then they should give you the possibility to use the same full screen tab system on secondary monitors as well. I forgot, maya still needs camera mattes to mask everything outside the camera's renderable area.
Update: Started with the weapon! Did the high/low-poly yesterday, baked and started texturing today! Still some stuff to do, break up the generated edges, fix roughness and mask out AO in awkward places such as the whole inside of the muzzle.
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.
Here is another update. I did an overall sculpting pass to get a more natural wobbly tree look. Now I will try doing some UVS and apply a texture and extract a mask from that so I can schulpt that detail.
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..
Off the top of my head.. Assuming there's no tile mask plugging the height into Displacement and Scale with a bit of randomisation should get you most of the way there You probably want to mess with contrast on the inputs, maybe a distance node to restrict where they go..
@"shubham kumar" Thanks for that answer its indeed very helpful I appreciate the effort too. I havent thought of using a gradient map and noises for masks before, I must try it out, in your case it worked out great.
Heh, thanks. That does look pretty weird. I'll have a look at that. :) Meanwhile, I've been messing around with sculpting and ZBrush's polypainting, particularly stuff like cavity masks. I don't really like the colours... but hopefully I'm getting there!
Really loving the dialogue! I actually lolled when she had that Lincoln mask on! I really have never been so excited for a game! I could spend ages just in that shop, it's so beautiful! and that noise at the end is terrifying!
"The world aligned texture sure does not look.... passable" increase the triplanar contrast. i would recommend that you find another approach to this blending method, maybe use vertex colors to mask out the grass and use normal UVs instead of triplanar