Blend texture and multiple mapping channels?

Basically I want to make a blend material that uses a blend texture to distribute two other materials. And I need the blend material to use one mapping while the two others uses another.

There is two scenarios that I want to solve:

  • Using a tiled texture causes a lot of repetition that doesn’t look good, so adding some noise to it would help a lot. (Twinmotion has a ‘grit’ option to add this to any material, so something like that, but that requires different tilings)
  • Blending multiple materials with variable distribution to on one object would be great. We ofthen want gravel, dirt, sand and grass on a terrain. This is easily possible on game engines, but I have not found a way in Rhino.

Is it possible?

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Create three mappings on your object, in channels 1, 2 and 3.

In the Blend material drill into the texture and set to Mapping Channel 1. Then drill into the texture of your first material and set to Mapping Channel 2. For the second material drill into its texture and set to Mapping Channel 3.

edit: untested, writing on phone during lunch in Ikea, but I expect it to work that way.

here is one similar to what nathan says

cycles-blend-mat.3dm (2.8 MB)

and here is one that blends the materials using a blend texture, which itself uses a grit texture

cycles-blend-mat-blend-tex.3dm (2.7 MB)

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Thanks, this only works in Raytraced though, is it possible to get a similar result for rendered display mode? (realtime?)

Not until @DavidEranen has implemented that: RH-70280 Blend material does not work in the display . Or I guess it should be in Rhino 9 WIP at the moment already, but there are issues I guess?

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Yeah, “a few years down the road” is the issue then… :slight_smile:
This has been on the wish list since Rhino 4.