treadmarks with BlendShapes and redshift materialBlender

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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!

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test002.jpg (90.8 KB)
test001.jpg (96.5 KB)

Fabio Basile - 3D Artist

https://www.behance.net/fabiobasile [www.behance.net]
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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…

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test003.jpg (112.0 KB)
Capture.JPG (150.0 KB)

Fabio Basile - 3D Artist

https://www.behance.net/fabiobasile [www.behance.net]
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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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Capture.JPG (71.5 KB)
Capture1.JPG (76.4 KB)
Capture2.JPG (97.3 KB)

Fabio Basile - 3D Artist

https://www.behance.net/fabiobasile [www.behance.net]
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