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Blending in material based on mesh local height?

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    Blending in material based on mesh local height?

    Hello! I have a bunch of assets that I would like to blend in better with my nature and terrain.
    I'm wanting to add some moss to the lower half of them to make them look more natural, a lot of them use tilable textures, and I use some dynamically generated stuff like speedtrees, so I am looking for a way to apply this dynamically rather than handpainting it on the uv's of each asset.

    Would you have some ideas on how I can blend in a material based on it's distance from pivot Z? Or some other solution that would provide equivalent results.
    Attached Files

    #2
    I made an OK-ish solution that will work with any objects that flares out towards the bottom by using world-aligned blend. But it wouldn't work for something like building walls.
    Attached Files

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      #3
      something like this may work.Click image for larger version

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      YT Channel: https://www.youtube.com/channel/UCoc...KYPSK6g7vZ5CNg

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