Thanks doublebishop, these nodes make a lot more sense.
OK, I’ll write that on my “things to learn” list. ATM I’m at “What do these buttons do?”
I chose one direction of learning blender and that is the “sculpting with displacement and UV maps” thing in another thread in this forum. Using that I don’t get much vertexes to paint on, as long as I don’t apply the subdivision modifiers. (Or should I look into the multiresolution modifier?)
(It is very possible I’m missing something altogether)
That’s why I’m looking for a way to let an image determine where the mixing should happen.
I attached a concept file. It’s not as organic as it should be for what I’m aiming at, but I don’t have access to my files atm.
With the actual method I can mix colors based on the objects generated “height”.
What I need (read: aiming at) is to mix the colors based on the displacement maps “height”. The next step of applying displacement maps would indeed be the use of vertex painting to determine the strength of the displacement. But that should be independent from the “height” of the mix.
Maybe if I’ll write it down, I’ll have an idea if I read it again later:
- From black to 20% grey (of the displacement texture) use color A
- From 20% grey to 40% grey fade color A from 100% to 0%
- from 20% grey to 40% grey fade color B from 0% to 100%
- from 40% grey to white use color B
displace_smooth_trans.zip (451 KB)