Many thanks! Just need to mention - if your object is large, you need to adjust "Lowest" in the VertexWeightProximity modifier, and I needed to move the empties (probably because my initial object wasn't located at the origin). Hope this helps someone.
@carlosedubarreto3 жыл бұрын
AMAZING!!!!!!!!!!! Just shared it on twitter. You did a great tutorial, loved it. Its so simple to do
@deep66tube4 жыл бұрын
That's amazing thanks I was looking for this ages ago and now I stumble upon it via Blendernation :) ! BTW I like that you explain the theory as you go rather than just demo the tech - very helpful for us learning !
@deep66tube4 жыл бұрын
Oh - maybe a stupid question, can we bake this blend effect? I mean block A is concrete, block B is mossy, apply your method then bake to new asset C?
@Crompwell4 жыл бұрын
@@deep66tube I’m glad you found it helpful. I believe the addon allows for baking. My setup may require some additional work, but I believe it is possible to bake it down, let me do some experimenting. :)
@tenpovine16683 жыл бұрын
This is awesome, I managed to understand mostly everything!
@dantab24074 жыл бұрын
Great great great thanks a lot! I've been waiting for this trick for a while.... because in old blender versions we were able to blend between two different faces with 2 materials by a slider, if they were in the same mesh. Unfortunately I coudn't find this till the 2.8 Thanks again for sharing, that's so kind !
@Crompwell4 жыл бұрын
Glad to be of help :)
@Remesher4 жыл бұрын
If you want the same mapping without UV projection, you have the option to turn-off Transfer UV in the Blendit settings.
@kevincrompwell97804 жыл бұрын
Thanks for sharing !
@johnjaylen67543 жыл бұрын
you all prolly dont care at all but does someone know of a trick to get back into an Instagram account..? I somehow forgot my account password. I appreciate any help you can give me.
@gatlinprince51993 жыл бұрын
@John Jaylen Instablaster ;)
@johnjaylen67543 жыл бұрын
@Gatlin Prince i really appreciate your reply. I found the site on google and im in the hacking process atm. Looks like it's gonna take quite some time so I will get back to you later with my results.
@johnjaylen67543 жыл бұрын
@Gatlin Prince It worked and I finally got access to my account again. Im so happy:D Thanks so much, you really help me out !
@perori_neko4 жыл бұрын
very clever method, this actually convert the uv offset value to a color in real time, then introduce it into shader network using uvmap node. I think blender need a modifier that can convert vertex group to vertex color directly
@markfong77644 жыл бұрын
Excellent tutorial. I was looking for just something like this
@NOTESOFDISSENT4 жыл бұрын
This is very cool!
@kevincrompwell97804 жыл бұрын
Thanks for watching !
@dreamzdziner84844 жыл бұрын
Awesome tutorial. Thank you so much for this.
@georgios.marinoudis2 жыл бұрын
Thank you so much
@dineshdiabolic54514 жыл бұрын
This is ingenious way to blend materials between object. But does it work when you scatter rocks with particle system???
@Crompwell4 жыл бұрын
I’m not sure. Would be interesting to see. I do know that if you merged all the instances into a single object, it should work.
@mobilenerdgames4 жыл бұрын
purchased it today to support you how to install thy phyton script and us it? there's is no documentation in it just the python file
@Crompwell4 жыл бұрын
I’m not the person developing the Python script. That’s another person entirely. I’m just showing it here. However, if you go into blender’s prefs you should be able to install the script from the addon menu.
@mobilenerdgames4 жыл бұрын
@@Crompwell ohh okay i thinked you are the dev lol
@jbinventive24074 жыл бұрын
@@mobilenerdgames To install addons you can just go to preferences, install, and select the zip file. This will install automatically. Let me know if that's not clear.
@count23all3 жыл бұрын
Can this be used with particles? So say a gradient texture can be applied using a vertex group/falloff effect on an object?
@thefreshest23794 жыл бұрын
I never coulda figured something like this out
@Crompwell4 жыл бұрын
Glad I could help :)
@ali32bit423 жыл бұрын
your method has one major flaw. mixing two principled shaders will disable screen space reflections on your materials. to avoid this you have to mix everything into one single principled shader ! so you need indevidual mix nodes for each PBR texture.
@Crompwell3 жыл бұрын
I hadn’t considered that. Thanks for the insights!
@kevincrompwell97804 жыл бұрын
Looks kinda like an ET head
@rlhughАй бұрын
Note: personally I would prefer less preamble, and just get stuck into explaining how to do this :)