Ground Blending Materials.
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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_After
YouTube Demo :
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.