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Mixing materials vertically.

Posted: Mon Mar 26, 2018 8:23 am
by noisyboyuk
Hi!

I want to mix two textures on a terrain so that I can make a tide mark. To do this I need to mix the textures with a gradient on the y axis but I can't seem to work out how to do this. I don't want to use Tripanar because then I will no longer have displacement and it's a terrain so it must have displacement. I was hoping that I can use the W Coordinate shader but every time I use it to try and create a vertical gradient it only ever gives me a black material. I managed to do something similar a while back in which I made a multi-layered rock pattern and used a gradient to create the stratum but I can't remember how I did it for the life of me.

Any help would be massively appreciated :)

Thanks!

Kraig.

Re: Mixing materials vertically.

Posted: Mon Mar 26, 2018 3:54 pm
by bepeg4d
Hi,
please, have a look at this other discussion:
viewtopic.php?f=30&t=63251&p=323269&hil ... in#p323269
ciao Beppe

Re: Mixing materials vertically.

Posted: Mon Mar 26, 2018 5:35 pm
by noisyboyuk
Thanks!

I had a look at that thread but i still can't get the right result, even if I don't use a C4D shader but use an Octane shader. I saw someone say to try the falloff shader at 90 degrees vs normal but that doesn't give the proper result either. For example if I added a black to white gradient I would expect it to consistently travel from black to white vertically up the object (in the same way that the w coordinate travels vertically up the length of a hair) but with the falloff shader it almost looks right but it's not entirely consistent, it still has black bits at the top of the object where it should just be white.

I also read your explanation of how the C4D shaders work and why they won't work for this but surely there's a way to do this with the Octane gradient isn't there?

Thanks again :)

Re: Mixing materials vertically.

Posted: Mon Mar 26, 2018 5:40 pm
by noisyboyuk
I think I have worked it out. I just used the C4D gradient and threw it into the baking shader. then I set the projection to cylindrical and boom! Done :)

Speaking of the baking shader, the projection and transform nodes don't seem to have inputs by the way. The nodes just float there but have no wires.

Just so you know in case this has been missed :)

Thanks!