Hello I’ve been trying to make a landscape material similar to this one https://www.artstation.com/artwork/1egBq
Basically I want to blend the rockface material with the rest of the material using the slope of the rockface, but my problem lies in calculating the angle, because I’m also using triplanar mapping, so the values of normal maps get all "tossed around
Here is an example, I circled in red an area where the angle if particularly noticeable.
I tried various techniques for the triplanar mapping, such as the included World Aligned Blend (both the complex version as the standalone normals version), then I tried this solution https://www.reddit.com/r/unrealengine/comments/70o0js/material_super_cheap_triplanar_mapping_solution/ and the triplanar node setup included here https://www.reddit.com/r/unrealengine/comments/eez7gf/free_unreal_engine_landscape_shader/
Sadly nothing made my normals align correctly, so I’m asking if anyone knows how I should approach this, I’m at a loss because I’m also not very familiar with the workings of computer graphics math and normals.
I’d also really appreciate it if my material would have a way of handling the blending of the projections, as shown in this pic from the 1st link from artstation I shared
And at last I’d also like to ask if anyone could explain or just share a node setup for biplanar mapping as seen here Inigo Quilez :: fractals, computer graphics, mathematics, shaders, demoscene and more since I feel it’d fit my needs