Hello! I’ve been trying to have a texture blend into another when the ground is close to the buildings. I’ve gotten it to work with Distancetonearest and checking it from an offset of the asset itself. However, I have now encountered the issue where objects that i do not want sampled, say a barrel or a box still affect the material. I am here asking you if there is any way of making this work with only certain assets.
Yes, but it’s going to involve using runtime virtual textures or render targets. Distancetonearest samples the global distance field and you can’t pick and choose what you sample from it without disabling distance fields on the meshes you don’t want to be included, which isn’t a great solution.
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