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Terrain with alphamap for mixing materials
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I don’t know how to do this, could someone please help me?
I have a terrain I made and I want it to have a texture that is a combination of 3 tiled textures (dirt, grass and river).
I have an alphamap with 3 colors: RED = dirt, GREEN = grass, BLUE = river.
Is there a way I can make a composite material that is according to the above specs?
All help is welcome!
P.S.: If possible, I would like to be able to do this without any commercial plugins.
Thx in advance
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Click me for an almost identical question.
Max 4.2 through 2010, XP-Pro 64 SP2.
NVidia 8800GTX-768 (Driver 185.85).
Core 2 Quad Q6600 2.4GHz, 4Gb Ram, 4Gb Swap, DX9.0c.
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Well thats certainly a step in the right direction. But that would mean I would have to make a monochrome image per texture I want to sample. I guess I could export the color
channels of my current image map.
Well thanks in any case!
Though if anyone has a solution without separating the color channels into separate bitmap, please let me know.
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There’s another thread here somewhere (with images!) but I’m darned if I can find it. It’s relatively recent (past couple of weeks) and may have further suggestions in
it - if you can find it.
Author: Steve_Curley
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Replied: 08 November 2009 06:51 AM
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For the viewport only, FX shaders are used for this kind of setup. Here’s one in Unreal3.
For rendering in Max, you could use a Composite map in 2010 with three layers. Put the RGB map in the mask of each layer, and use Color Correction on each mask to isolate the
channel you want. For example to isolate the red channel… Red=Red, Green=None, Blue=None, Saturation=-100, Brightness=50, Contrast=100. Takes like 5 minutes.
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