Ground Blending Materials.

Ground Blending Materials.

vincent_ganachaud
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Ground Blending Materials.

vincent_ganachaud
Contributor
Contributor

Hello everyone, 

 

My Name is Vincent I am a 3D artist.

I would like to know if some people are interested into a Surface Blending Shader discussion, for instance Rock element blending in Sand dunes. Or if some already have knowledge to shares about it.

 

I created one as you can see bellow using :

Before_AfterBefore_After

 

YouTube Demo : 

https://youtu.be/QC3Q4OUqVlg

 

 

Known issues :

  • The AO doesn't give enough control, even if you would plug a Range to boost in the input, the Distance of your Gradient cannot extend too far (Of course it is just an Occlusion). Would a Dirt Shader with more control be welcome ? 
  • Performance, It takes longer to render for something that should be quite basic.
  • Round Corner, even when using Round corner the Seam-line / Connection line between the Sand of the Ground and the Sand on the Rock (Same Sand Material) is still visible. -> This is what i would like to Improve on.
  • Bump / Displacement : Hard to get smooth transition even when using Ramp. And Compatibility is using LayerRGA altering the values of my Displacement Map when blending ?

 

What i loved :

  • The triplanar is really nice, it could simulate the wind direction in some context eg : having sand deposits from a certain wind direction. 
  • The Distance shader is very Powerful.

 

Now My question to the amazing Team at @arnold and @3dsmax : Could a Default shader be implemented that more effectively handles surface Merging? That could reproduce the above in Better 🙂. With some different parameters, for instance Moss (Mossy grass) would behave differently than Sand deposit, (or Surface tension with water along a uneven rocks) etc...?
It is quite a NEEDED feature i believe, You would make a lot of Artists happy 🙂 

 

I could try to post more sample in the future.

Regards.

 

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