How to combine the elements of this texture?

Hello

I’m a bit :face_with_raised_eyebrow:, how combine the different elements to have this sharp cliff?


OK…first off don’t use the Normal Height as the Normal…It is actually a Displacement map…and it shows the black areas…If you want to use EeVee and not Cycles…it looks like it could double for a bump map…and in that case, you could set it up something like this…

So I would ignore the convex and concave and concentrate on just the Diffuse, Height, Occlusion, and Normal…

The Concave looks as if it would work for a Roughness map…
and the Convex could be the Specular … both using Non-Color Data…
I would just give it a try and see what looks best…or just ignore them…

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Usually ith something like pointiness or curvation (which also influences the AO and so sometimes AO is used to get a bit of curvation) you can controll the look of the sharper parts of any object… this could be xomputed from height and/or normal… here you have already a precomputed concavity and convexity (different directions of curvation) so the original shader author used this in the shader design…

You may try your own version starting with some color difference (lighter) on the convex edges and darker material (more dirt) on the convex areas…
…or even use this as somekind of more bumpy then the rest control map…

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OK so I tried with a simpliest shape (sand), but I certainly missed somethig, that’s desperetly flat

The goal :

What I have:


OK…are you using cycles? Displacement only works in cycles…also you need to set another flag in the Materials…I would set it for Displacement and bump…

Also, it needs a good deal of geometry to display smoothly…so you can subdivide your mesh 20-50 times and use a subdivision modifier or use a multi-resolution modifier…

If using EeVee…then I would opt for using the displacement as a Bump map…and the Normal Map as I showed above…

Yes I’m already in Cycles with “Move and Bump” enabled…
I go to try more sudvision…

My mesh was low-res :man_facepalming: