Ive been using uvw random node to fix tiling quixel shaders, and then I blend those together using various other maps. It all works well until I try to scatter geo into the mix using MASH. My example is a rocky base shader in a blend, with a strong displacement. A sandy texture above that, and blending the two so the sand is filling the lower pockets of the rock. Each shader has a UVW random driving it, so there is no tiling. Works so far....
Then I want to scatter geo to my scene, and only on the sand. This works fine, if Im not using the UVW randomiser. I cant get any grass to apply to the parts I want unless I remove the UVW random from all the shaders and maps. Is this a known issue, or am I doing something wrong? In MASH Im driving the scattering placement by using the same blend map (result in rocks up high, sand in crevasses) to drive the visibilty strength map. Like I said, it all works if I remove the UVW random, but then everything tiles.
Im using Vray 5.2 and Maya 2022.4
Then I want to scatter geo to my scene, and only on the sand. This works fine, if Im not using the UVW randomiser. I cant get any grass to apply to the parts I want unless I remove the UVW random from all the shaders and maps. Is this a known issue, or am I doing something wrong? In MASH Im driving the scattering placement by using the same blend map (result in rocks up high, sand in crevasses) to drive the visibilty strength map. Like I said, it all works if I remove the UVW random, but then everything tiles.
Im using Vray 5.2 and Maya 2022.4
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