Hi there!
So, I am having two different fully triplanar displaced worlddisplacement in my material. One for cliffs, and one for sand. They go all crazy directions and I would love to proper blend them, but feel I am stuck here. It is possible to somehow perform something like a boolean union operation inside a material? So I can bury these cliffs partly inside sand while other pieces stick out?
The closest thing I got so far is to break the final Worlddisplacement for the cliffs into 3 floats and max them each. Then I got one single map then I can heightblend with just some simple constant. Kind of works but surely not bulletproof. Hopefully this short brief makes sense.
All the best! T
So, I am having two different fully triplanar displaced worlddisplacement in my material. One for cliffs, and one for sand. They go all crazy directions and I would love to proper blend them, but feel I am stuck here. It is possible to somehow perform something like a boolean union operation inside a material? So I can bury these cliffs partly inside sand while other pieces stick out?
The closest thing I got so far is to break the final Worlddisplacement for the cliffs into 3 floats and max them each. Then I got one single map then I can heightblend with just some simple constant. Kind of works but surely not bulletproof. Hopefully this short brief makes sense.
All the best! T
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