SOURCE Engine-style TEXTURE BLENDING! | Blender Tutorial

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  • เผยแพร่เมื่อ 30 ก.ย. 2024

ความคิดเห็น • 14

  • @bobross9370
    @bobross9370 ปีที่แล้ว +3

    You could have used a Separate XYZ node on the diffuse and baked the Z Channel instead of using a noisy brick height map. I'd also recommend looking into swapping out some of your RGB Nodes, it will optimize your project and prevent any weird issues you can get from mixing tons of color nodes on top of each other.

    • @NovanByworks
      @NovanByworks  ปีที่แล้ว +1

      Thanks for the tips! I always appreciate a more efficient workflow. Only case Separate XYZ doesn't seem particularly good for is diffuse textures in a full PBR set since they're missing most of the depth information.
      What do you think would be a more optimized configuration for the Mix Color nodes?

    • @bobross9370
      @bobross9370 ปีที่แล้ว

      @@NovanByworks Apologies, I had already written a reply but it included an imgur link which seemingly deleted the comment.
      I agree with you, you defenitely need the right Diffuse Texture with the Separate XYZ method, you can't just use any, but you still can get decent results, I speed a good 40 or so minutes messing around with an optimized method. If you care enough to check, the imgur link ends in /a/ dpPUL8e, I can't directly link as I've already tried.
      Anyways, I plugged the brick texture into a separate XYZ node, crunched it with a bunch of different math nodes to remove most of the detail and just leave the cracks. I then used a greater than and set it to 1 so ensure the values aren't exceeding 1, I used a map range to invert it, I then created the mask portion of the graph, it's essentially just the base black and white image combined with the mask texture inputted into a map range to control the strength of the texture overlaying the bricks.
      I then packed the cavity map and paint mask into a Combine RGB node, this is not entirely necessary but I put it there for potential baking, I then just merged both textures with 2 MixRGB nodes. It's not entirely perfect, there are definitely areas that I can refactor but for the most part it works. Next step would probably be a way of adding noise to the Paint Mask.

  • @gamesbyaaron
    @gamesbyaaron 4 หลายเดือนก่อน

    The texture blending is nice and all (actually amazing), but those add-ons are really gonna help me out

  • @Cha14ka
    @Cha14ka ปีที่แล้ว +1

    Gosh, thanks for the Dream UV. It was hell to use Blender after Hammer Editor

  • @BertoHD
    @BertoHD 7 หลายเดือนก่อน

    Great video, thank you

  • @Киноварь
    @Киноварь ปีที่แล้ว +2

    The trick that you shown is an really rare kind of information that's very useful but extremely hard to find.
    Thank you!

  • @Charles-ww7nk
    @Charles-ww7nk 8 หลายเดือนก่อน

    Looks close but not exactly how the source engine does it. What they do is take the blend modulate value from the texture, then add and subtract a "sharpness" value from it (for example 0.5), which gives a min and max value. They then clamp these from 0 to 1. Next they feed the input alpha from the vertices to a smoothstep function (map range in blender) with the edges being the min and max value from above. This is used as the lerp between the 2 color textures.

    • @NovanByworks
      @NovanByworks  8 หลายเดือนก่อน +1

      Interesting. The problem is there isn't a lot of accessible documentation for this feature. My method is basically an approximation that could be built off of, since nobody else seems to have done something similar.

    • @humanharddrive1
      @humanharddrive1 4 หลายเดือนก่อน

      how do you know all that 😭

  • @trulyinfamous
    @trulyinfamous 7 หลายเดือนก่อน

    Awesome tutorial. I can already think of some cases where this would be useful for my blender stuff.

  • @ianmcglasham
    @ianmcglasham ปีที่แล้ว

    You should have more views than this!

  • @shirasawa1570
    @shirasawa1570 ปีที่แล้ว

    can you tell me what addon you are using to see texture in node graph

    • @NovanByworks
      @NovanByworks  ปีที่แล้ว +1

      "Node Preview", a little pricey but a must-have if you work with shaders often. You can get it here:
      blendermarket.com/products/node-preview