Hi im currently researching the best technique for painting blend maps to mix multiple textures on a single surface, with displacement maps. Ideally I would like to have some kind of viewport feedback in 3dsmax to speed the whole process up..
So far I have tried a few approaches, the first is to have a single material with composite nodes for each material slot. The comp nodes have say 5 different textures which use a vertex map in the blend slot for each texture. This points to a vertex paint modifier on the geometry with corresponding matid..This approach works fine for mateiral blending but I cannot get it to work with the vraydisplacemod where no displament happens when using the vertexpaint node for alpha in composite node.(The simple work around is to bake the vertex map into an alpha and replace the vertex map with the alpha) This would be an exceptable tradeoff but as you dont really get any Viewport blending as such using this technique I was wondering if there is a more intuitive way ?
Additionally I have had a quick go using viewport canvas where you can layer up the textures and use masks. The good thing here is you get viewport blending but its slow to work with if you change any settings and has limit features where you cannot tile the textures you load into the layers slot etc..
Is anyone using a more efficient technique for this kind of thing? it would be great to here your workflow..
The goal of this setup would be to create detailed landscape surfaces etc.
So far I have tried a few approaches, the first is to have a single material with composite nodes for each material slot. The comp nodes have say 5 different textures which use a vertex map in the blend slot for each texture. This points to a vertex paint modifier on the geometry with corresponding matid..This approach works fine for mateiral blending but I cannot get it to work with the vraydisplacemod where no displament happens when using the vertexpaint node for alpha in composite node.(The simple work around is to bake the vertex map into an alpha and replace the vertex map with the alpha) This would be an exceptable tradeoff but as you dont really get any Viewport blending as such using this technique I was wondering if there is a more intuitive way ?
Additionally I have had a quick go using viewport canvas where you can layer up the textures and use masks. The good thing here is you get viewport blending but its slow to work with if you change any settings and has limit features where you cannot tile the textures you load into the layers slot etc..
Is anyone using a more efficient technique for this kind of thing? it would be great to here your workflow..
The goal of this setup would be to create detailed landscape surfaces etc.
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