Is there any way to blend between two different pieces of geometry that intersect ?

So, for exmaple, a rock on the ground that slightly intersects. The hard edges of intersection are a problem so is there a way to blend at render time to make it look like the rock and ground are part of the same geometry?

Depending on the geometry you could try with a VrayEdgeTex in the bump and uncheck “Consider same object only”. I don’t know if they have to share the same material though…

Maybe some of the techniques here could be re appropriated ?
http://polycount.com/discussion/181140/unreal-4-terrain-blending-tool-inspired-by-star-wars-battlefront

I have been meaning to try and duplicate that in vray for a little while now.

Isn`t that what VrayDistanceTex is for ? Not tried it but always assumed.

Thanks Neilg! That’t exactly what I was looking for :slight_smile:

Actually, that link has the correct processes for UE4 but not sure how to apply it to vray. I’ll need to research some more. Maybe we could work this out between us?

I think you may be right AnthonyH. I guess you would apply the distance texture to the plane and then add all the rocks? I’ll give this a go Monday.

So it looks like vertex normals are the answer to this effect. I guess the normals need to coincide at the seams for this to work. I wouldn’t even know where to begin…

Well, it seems it’s actually fairly straightforward. VrayEdgeTex in bump as Undersky said and then vraydistancetex in the diffuse to blend the colours. It works ! Thanks guys.

Im not sure I understand the workflow here…has anyone managed to get this to work and and explain it again?