So, I’m making a large environment of medium quality; It requires, say, soil becoming rock, and such. Texture painting, then baking a single texture seems like a poor choice, as the texture would be massive, and I want dirt to have different nodes then rock.
We’ve all played with map editors in our favorite video games, and my mind instantly jumped to how when a 3D face with one texture was adjacent to another with a different texture, the two would “blend” together.
Clearly, in most examples I’m thinking of, there’s some masking or such going on, and comparing blender(Cycles) to a random game engine is unrealistic, but I would like to achieve the same outcome.
Here’s a random google image for a couple simple example of what I’d like to achieve. (ignore the red circle.)
the base is simple: mixing.
you need to learn how to mix colors and shaders in cycles.
Then is about what and how to mix… Normally you will need two textures and one mask. (or two shaders and a mask)
The mask will tell how much from texture B will be over texture A.
In Cycles, you can use lots of different ways to make textures and masks. In fact there are so many possibilities that there’s no way one can tell you about all of them!
You can use for example the Z coordinate to mix a stone texture with a snow texture for a mountain… or to use the Z normal to add some ‘dust’ to an object…
Almost every tutorial about Cycles materials will show you at least one or two types of mixing.
a simple search in goolge can give you lots of references…
come back when you find a wall you can’t get through.
Thanks a lot. Solved my problem. Like I said, I can be a derp. I’ve been trying to solve this for about two weeks now, (Well, less then three hours a day), and FINALLY I got it. Thanks for the quick reply!