treadmarks with BlendShapes and redshift materialBlender
1812 2 1- fabiobasile
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I'm looking for a way to simulate tread marks. I currently have two meshes for the terrain which I want to blend, and two materials I want to merge using Redshift materialBlender.
I am looking for the best way to cause the mesh and the materials to blend simultaneously, as the monster's tracks advance on the terrain. Ideally I would like to learn a procedural approach, so that the blending is calculated according to the position of the character on the terrain.
Any help is appreciated!
I am looking for the best way to cause the mesh and the materials to blend simultaneously, as the monster's tracks advance on the terrain. Ideally I would like to learn a procedural approach, so that the blending is calculated according to the position of the character on the terrain.
Any help is appreciated!
- fabiobasile
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I guess i solved half of the problem by creating a group encompassing all polygons of my terrain, and turning on the option Keep in boundary Regions. I then specified a sphere boundary, resized its diameter to the width of the terrain, and then moved it back till its edge matched the position of my character. Finally, i keyframed the boundary translate position to match the character, although now that i think about it, i could have simply referenced it and adjust it with negative values…
At any rate, i am now still faced with the relatively simpler problem of doing the same with my two redshift blended shaders…
At any rate, i am now still faced with the relatively simpler problem of doing the same with my two redshift blended shaders…
- fabiobasile
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So in the end i was able to simply keyframe a ramp in the RS material blender blend color channel to more or less match the trajectory of the tracks, which feels a little convoluted, and probably not very practical for more complex projects. Any way to simplify this workflow so i don't have to do a lot of things separately?
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