Classical texture blending with CAV

User avatar
gaboraa
Posts: 265
Joined: 16 Apr 2010, 23:14

Classical texture blending with CAV

Post by gaboraa » 20 Jun 2014, 22:55

Hi all,

One of my Maya user friend ask me if it was possible to assign textures only using CAV map's RGBA channels in Softimage and told me that Maya doesn't give control at per vertex level in shading networks so I create a simple one in Softimage. I hope it would be helpful who is in game development and want to see real-time response while painting.

Image

User avatar
Draise
Posts: 818
Joined: 09 Oct 2012, 20:48
Skype: ondraise
Location: Colombia

Re: Classical texture blending with CAV

Post by Draise » 21 Jun 2014, 21:38

Handy! Thanks for sharing.

User avatar
sirdavid32
Posts: 195
Joined: 10 Feb 2010, 04:36
Location: Ecuador

Re: Classical texture blending with CAV

Post by sirdavid32 » 13 Jun 2018, 02:43

@Gaboraa could you please post applied examples for this? (Fortnite shading comes to mind)

User avatar
gaboraa
Posts: 265
Joined: 16 Apr 2010, 23:14

Re: Classical texture blending with CAV

Post by gaboraa » 14 Jun 2018, 17:32

Actually, it has nothing to do with any type of shading instead, it is more like a terrain material with 3 texture to paint on top of one base texture. Let's say you have a big terrain mesh and you want to paint grass texture on a soil texture and also want to paint rocks on top of both, you can do it easily with the above setup interactively without depending on external texture masks. In this example, you can use vertex color -RGB channels- as masks and mask out the influence of each texture to blend them onto the base soil texture. But you can do this easily in any type of game engine today so it is almost obsolete but of course, you can use it for your renders.