Thank You so much. Also one improvement on this method: Make sure that the stone has different name for UV set and add second UV set with the name same as ground. Then add second data transfer that copies UV. In the material node use second UV Map for the ground material when using ground material part and stone UV when using stone material map. This way you will have completely seamless mix between the two and it will work perfectly even when the ground texture is really complex one and the stone is placed for example right in the middle where sand changes to grass.
Thanks bro, can you do more videos like this. Small things like this make all the difference when trying to achieve realistic renders. Awesome and keep up the grind, you earned a subscriber and a like 👍
I found this by going into the weight paint/object mode/edit tab and clicking on Vertex Paint, then going to the Paint drop-down menu. Vertex Colour from Weight was there :)
Wow, Thank you for this tutorial! I'll be obsessing on this one for a while. Question: why did you type into the search bar "vertex color from weight? Is that a command? if it is a command please let me know where I can find it. Thanks .
I just used this same technique for some crystals in a scene I have protruding from the ground. It works, BUT for some reason its only showing the result of the blended crystals and ground in render view, in edit mode, but if i switch to object mode in render view, its only the crystal material. If I try rendering a still to check its also only the crystal material by itself
I don't think he ever shows the lighting of his scene. He only ever shows the look dev mode and the lighting in that mode is usually a default set by blender which is purposefully bad but good to preview things.
Boxmapping is the tri-planar method. The reason its stretches is because the normals are pointing in a different direction than the geo which causing issues with the mapping.
I don't think he ever shows the lighting of his scene. He only ever shows the look dev mode and the lighting in that mode is usually a default set by blender which is purposefully bad but good to preview things.
Thank You so much. Also one improvement on this method: Make sure that the stone has different name for UV set and add second UV set with the name same as ground. Then add second data transfer that copies UV. In the material node use second UV Map for the ground material when using ground material part and stone UV when using stone material map. This way you will have completely seamless mix between the two and it will work perfectly even when the ground texture is really complex one and the stone is placed for example right in the middle where sand changes to grass.
I'll have to give this a try thanks
Thanks bro, can you do more videos like this. Small things like this make all the difference when trying to achieve realistic renders. Awesome and keep up the grind, you earned a subscriber and a like 👍
Thanks man, you see this technique everywhere nowadays in AAA games and I was wondering how to do it
they generally dont do it like this though, game engines handle this on a streamlined basis
this saved my life tysm
I cannot find the vertex colour from weight option when I search it... do I have to install an addon for that?
I'm pretty sure its in blender by default.
I found this by going into the weight paint/object mode/edit tab and clicking on Vertex Paint, then going to the Paint drop-down menu. Vertex Colour from Weight was there :)
@@IlLupoAC thanks ya:)
Wow, Thank you for this tutorial! I'll be obsessing on this one for a while.
Question: why did you type into the search bar "vertex color from weight?
Is that a command? if it is a command please let me know where I can find it.
Thanks
.
Yeah, it converted the weight paint he did by hand to a vertex color (the mask he uses).
You are wonderful man, thanks!
I just used this same technique for some crystals in a scene I have protruding from the ground. It works, BUT for some reason its only showing the result of the blended crystals and ground in render view, in edit mode, but if i switch to object mode in render view, its only the crystal material. If I try rendering a still to check its also only the crystal material by itself
I don't think he ever shows the lighting of his scene. He only ever shows the look dev mode and the lighting in that mode is usually a default set by blender which is purposefully bad but good to preview things.
there's no command call transfer weights paint to vertex color,did you use some script or addon?
you have to be in vertex color mode to find it.
Super cool and useful!
That rock looks like two fingers and a thumb holding something. ..lol
Very nice tip!!!
more like "The Mystery of Seamlessly blending objects between terrain in blender" cause this is a next gen first world problem in most games lol
Thank you , very helpful tutorial(:
Nice, what about just using a color ramp in the shader network to mix the two shaders?
That might work depending on how you set it up.
Use gradiant texture instead of color vertex .. it's simple
Great! Thank you I learned from you.
For removing stretch of the texture use triplanar method.
Boxmapping is the tri-planar method. The reason its stretches is because the normals are pointing in a different direction than the geo which causing issues with the mapping.
Hahah this is awesome
Awesome!!
Does it have anyway to blend mesh instead only texture ?
good very good
Nice!
This is very helpful dude so i dont have to buy the paid addon.
very cool, thanks
masks are so powerful, i love those,
This is awesome, but why does every tutorial on YT have the worst lighting.
I don't think he ever shows the lighting of his scene. He only ever shows the look dev mode and the lighting in that mode is usually a default set by blender which is purposefully bad but good to preview things.
Is this blender 2.9?
I think it was 2.8 but it should work in either.
what about blending 3 textures?
You could probably just paint masks for where you want each texture.