Hi all! I am working on making a simple 3d map of an island, and I sort of ran into a problem with transitions. I will give you an example so you may best understand my question:
I am trying to make a coastline. On one side I have grass, and the other, sand. Is there a way to mix the two together to make a better transition, so the difference doesn’t look so hideous? Any help would be greatly appreciated! Even if you can just link me to a tutorial that would help, I would be happy!
Also, there are other things I want to do as well, such as roads, mountains, etc. I was hoping that the node editor could help me do some sort of “Fade” or something.
Try Stencil Maps. And, here are more on Stencil Maps.
Oh wow, thanks! I can definitely tell that there can be many applications for this. I’ll go try it out!
There is almost no limit to what you can do with nodes, because they really do allow you to separate out all of the various channels of information, then mix-and-combine them any way you can dream up, before finally bringing them all together again.
The “MultiLayer” file format is extremely handy for this, when projects (inevitably) get big enough that you no longer want to attempt to do them in “just one render.” It will capture all of those channels of information, loss-free, and keep them all organized for you.
Sometimes, when I am putting an image sequence together, I feel like I’ve walked into the workshop of one of my friends who loves to rebuild vintage Corvettes. You walk into the building where he works, and everywhere on the floor there are … piles of parts, in various stages of completion. Then, one day, you walk in there and, the piles of parts are gone and there sits a car, with its engine gently growling, waiting for the local cops to go home… :eyebrowlift2: My point is, the entire image is built “in pieces,” and then those pieces, having been rendered individually, are “mixed down” to produce what you finally see.
I like your car analogy! Yeah, it definitely seems the same way! And by “Multi-layer” do you mean the extra channels at the bottom, or are there other ways as well to do it?
I was playing around with the nodes, because I want to put various textures up, and after some experimenting and pulling my hair out, I figured out how to do it. I took an already completed project and set it through the “Mix” again. I was pretty happy about that
Also, I found that reunwrapping different parts of the same object leads to… err… undesirable results. Actually, it screws up the previous one because it remaps it to a different place. So on my little plane here, I had to unwrap the whole object, and when you do the whole object, and turn to texture painting mode, the whole thing turns black! So, does anyone have any ideas on making some sort of reference point, so I dont have to draw, then render, then back to drawing? For the time, I made a plane object, long and thin as sort of a ruler, but im sure theres another way?
I had another question while I am here: Is there any way to apply modifiers only to one material so that when I use, say, a displacement modifier, it would automatically make the texture more rough where I have placed it?