Quote:
Originally Posted by tehrobster2
So I have been reading the documentation on the blend layer, and I just have trouble wrapping my head around a few things. So I have a tiling texture that I want to break up by using the blend layer, and I have multiple meshes that I want to use it on. So from what I read on it you use an opacity map to show where you want your second mesh to show, so does that I mean that I have to create a new mat for each mesh since each one uses a separate opacity map ?
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Yes... And no.
Yes if you want accurate details you need heightmap of you main texture (for example bricks). Fortunetly the heightmap do not have to be super accurate (of better hm will yield better results), but one genrated from let say CrazyBump will be enough. Remember to Vertex Paint your meshes, or Blend Shader results will look very bad. So for each unique texture you need unique material.
Of course you can reuse same material on every mesh if it fits.
And no. You can use generic Perlin Noise map. It will work fine for more flat surfaces, like plasters, tight bricks and so on. You can reuse it as much as you want.
Regadless of above Blend Shader loose a lot of it power because we can't paint vertex alpha directly in snadbox for more unique look.