Graphics Reference
In-Depth Information
Now, by looking at the following screenshot, it is clear what we have to do:
Two identical bark materials mapped on different UV layers and mixed on the ground of the Vertex Paint output
5.
Make a duplicate of the bark material and blend the two shaders (inside the
BARK_A and BARK_B frames respectively) using a Mix Shader node, modulated
by the Join_branches vertex color stencil. Use an Attribute node both for the Vertex
Color layer output and to set the UVMap2 coordinates layer for the copy of the bark
material. Now, the output looks similar to what is shown in the following screenshot:
The final result: no more seams
As you can see in the preceding screenshot, there are no more visible seams; the two
differently UV mapped materials smoothly blend together.
 
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