Hey, Everyone!
I tried searching in the forum for answers but I didn't find a specific one, so I got to ask.
I've got the new quixel mixer and created some really nice surfaces from their scanned library.
https://www.dropbox.com/s/cx73n1cv2j...oject.mp4?dl=0
However, this is just a 4x4 meter tile, and still there are visible repetition on a larger terrain. So I made a few different versions and I wanted to blend them in max using the vray blend blend material and a noise mask.
I figured that if you leave the texture field in the VrayDisplacementMod empty, and tell him to use the displacement texture from the material, it works great. (I didn't know that)
However, the surface were still not rendering quite right. So I did some experiments and I concluded that the displacement, the bump and maybe the normal maps are still used only from the base, and the coat materials are just... coat.
https://gyazo.com/c0b3dfb632e752fd93d8336e5c5029d6
If I use the sand for base, I don't have the displacement for the rocks. If I plug the rock as base, I have rocky displacement in the sand materials. At fist I thought it was a bug, but then I realized it is maybe how it is suppose to work?
So, the question is, am I right, or I'm missing something? And, what other method for correct blending of terrains comes to mind?
Cheers!
P.S>
It works great for blending photogrammetry assets with the ground though
https://www.dropbox.com/s/bv3y6n7lim...blend.mp4?dl=0
P.P.S
And of course I tried to blend the textures first and then give it to the materials and it works! However, it is kinda limiting....
I tried searching in the forum for answers but I didn't find a specific one, so I got to ask.
I've got the new quixel mixer and created some really nice surfaces from their scanned library.
https://www.dropbox.com/s/cx73n1cv2j...oject.mp4?dl=0
However, this is just a 4x4 meter tile, and still there are visible repetition on a larger terrain. So I made a few different versions and I wanted to blend them in max using the vray blend blend material and a noise mask.
I figured that if you leave the texture field in the VrayDisplacementMod empty, and tell him to use the displacement texture from the material, it works great. (I didn't know that)
However, the surface were still not rendering quite right. So I did some experiments and I concluded that the displacement, the bump and maybe the normal maps are still used only from the base, and the coat materials are just... coat.
https://gyazo.com/c0b3dfb632e752fd93d8336e5c5029d6
If I use the sand for base, I don't have the displacement for the rocks. If I plug the rock as base, I have rocky displacement in the sand materials. At fist I thought it was a bug, but then I realized it is maybe how it is suppose to work?
So, the question is, am I right, or I'm missing something? And, what other method for correct blending of terrains comes to mind?
Cheers!
P.S>
It works great for blending photogrammetry assets with the ground though
https://www.dropbox.com/s/bv3y6n7lim...blend.mp4?dl=0
P.P.S
And of course I tried to blend the textures first and then give it to the materials and it works! However, it is kinda limiting....
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