Grab a worldspace coordinate node, mask out the R and G values. Divide that by the tile size of the texture (Around 1024 or 512 is usually good). Use that for the UVs of your texture maps that you plug in to your grass and the terrain. Should work.
Hey, I think I've fixed this now! I've uploaded the new version on my website (1.0.2). It now ignores Alpha Channels but you can still use Layer Masks of course (as shown in the video). Thank you all for the comments! :)
Good progress! I suggest using a second uv and bake out some object space textures like AO and use that as a mask for dirt and grime. I think its easier than placing decals by hand, but to each his own.
@MisterSande Thanks a lot! So how i always start is just some fill layers with a color and roughness that i like... Than i just add a bunch of fill layers with different masks to get some detail... thats basically it ^^
Hey you've got some serious tiling issues with those ground textures, you can mask between two different sized textures in order to break them up! I might also suggest fading into a larger texture at a distance.
So an action/script that for each frame in an animation... * Copies the input image in entirety or by layer groups. * Opens a template document with your pattern layers ready to go. * Pastes into each layer mask, adjusting the colors for each tonal range. * Profit?
I dunnno why its not working but I just apply a clown paint to the high es model and expot it out with polypaint for baking. The impottant thing is good ivs on the lower res model that gives quixel a chance to use the colors as masks.
Have you tried to uncheck 'average normals'? I had to bake a similar door recently and I had to manually combine a bake with and without average normals. You can do this by painting a mask or with this plugin: https://share.allegorithmic.com/libraries/2310
Also, tri- planar isn't ideal for all situations and is not suitable for specific patterns. Plus, I'm not sure if they've fixed the seam mask T-P bug in SP2? Although the addition of a clone brush (finally) makes life a lot easier.
Thanks Eric. But I sort of solved it. It seems to be a known issue with the intel plugin. The offered workaround to get the alpha channel back apparently doesn't lose anything along the way. Layers -> Layer Mask -> From Transperacy to restore the alpha channel.