Well, I knew it wouldn’t be easy… but I’m stumped for the first time.
I am updating a scene from 2.79. It was on Blender Swap and written as a Blender Internal project. (I am currently using Blender 3.3). It has gone pretty good so far - but I am not sure about this object. It is a landscape mesh, grass and rocks and such. It has 1 material with 4 textures inside.
The second texture (Tex.007) is a black-and-white image that adds shadows or something. The “RGB to Intensity” and “Stencil” settings are turned “On”.
My question:
What type(s) of node(s) will I use to add this?
Stencil Texture were used before support of nodes.
That is a just mask.
You just have to plug it into a Factor socket of a Mix node mixing the first and the third textures (Tex.004 and Tex.008).
Obviously, Tex.009 is a normal map.
Blending Modes are different methods of controlling how the texture influences material properties. While a blending mode defines the specific operation performed, blending factor controls the amount, the overall “strength” of this operation. For textures such blending factor is set via sliders in the Influence panel.
…
RGB to Intensity
With this option enabled, an RGB texture (affects color) is used as an intensity texture (affects a value).
Looks like its the mask plugged into a factor slider as a mask.
From memory it only affects the next item in the list.
So use it with a color mix node to factor the mix between Tex.008 and Black ???
Is it making the shiny bits?? So perhaps it is the roughness or metalness mask.
I did not think to precise it.
For a BW mask, that is making sense to use a Non-Color color space.
Color management through Color Space indication was not existing in Blender Internal.
That was the reason of RGB to Intensity option.
Here, Color Space indication is about what Color Space was used when image was saved.
So, it may be satisfying to keep it to sRGB.
There is a blend mode like in a mix node.
Normal input correspond to invert of Facing output of Layer Weight node.
So, color ramp node has to have as Factor input, Facing output of Layer Weight node.
Color Ramp has to be inverted.
And then, Color Ramp has to be mixed with diffuse color (textures result) by using a Mix node with an Add blend type.