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Terrain with alphamap for mixing materials
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  • Tovi
  • Posted: 07 November 2009 03:37 AM
  • Total Posts: 2
  • Joined: 07 November 2009 11:31 AM

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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  • Location: West Midlands, England, UK
  • Total Posts: 13781
  • Joined: 06 August 2007 11:06 PM
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Click me for an almost identical question.



Max 4.2 through 2012 (SP2+SAP).
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

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  • Tovi
  • Posted: 07 November 2009 10:22 PM

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

Replied: 07 November 2009 10:51 PM  
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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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