Im not so technical guy, but it seems that technique is not called weight blending.. you can read here about it..
No weight blending really looks different, if you put hardness to a minimum you'll see the result is almost the same as the video. Previously, the materials just lay on each other, now it looks like Vertex Blending
But splat maps, I also really want, in Lumberyard it was added a very long time ago
Re: CRYENGINE 5.5 PREVIEW Collective Build Feedback Thread
#22Try to see the difference, the standard type of mixing just draws on the other material a different material, it is completely covered by mixing materials only at the edges. Weighted blending uses Heightmap as Opacitymap with Vertex Blending, that is, the material seems to use a mask.Im not so technical guy, but it seems that technique is not called weight blending.. you can read here about it..
No weight blending really looks different, if you put hardness to a minimum you'll see the result is almost the same as the video. Previously, the materials just lay on each other, now it looks like Vertex Blending
But splat maps, I also really want, in Lumberyard it was added a very long time agoAnd cryengine have this for ages.. you can read in docs about it.. .. http://docs.cryengine.com/display/SDKDO ... yer+Shader
Re: CRYENGINE 5.5 PREVIEW Collective Build Feedback Thread
#23Do you have some examples out of cryengine, because i dont have this effect.. i have old height blending effect... what really changed is they increase default tile resolution, so you paint more accurate from the start.. everything else is the same.. and i believe that you are little forget what do Hardness slider. Here is explanation from old docs. All this is for TerrainAlbedoHighpass workflow, for "new" use original diffuse color checkbox in material editor, i believe does not make any diference, but not tested..
Try to see the difference, the standard type of mixing just draws on the other material a different material, it is completely covered by mixing materials only at the edges. Weighted blending uses Heightmap as Opacitymap with Vertex Blending, that is, the material seems to use a mask.
Re: CRYENGINE 5.5 PREVIEW Collective Build Feedback Thread
#24Well, I do not know, this screenshot will not give you anything. As I see it, the old mix, just replaces one material with other material when you draw. Weighted blending puts a number of materials on top of each other when you start drawing. when you start drawing, if you draw intensively in one section, the material is completely replaced, if only a part of the material is exhibited quickly, only the part of the material appears Heightmap here plays the role of a mask. More dark areas show the material more strongly. Something like thisDo you have some examples out of cryengine, because i dont have this effect.. i have old height blending effect... what really changed is they increase default tile resolution, so you paint more accurate from the start.. everything else is the same.. and i believe that you are little forget what do Hardness slider. Here is explanation from old docs. All this is for TerrainAlbedoHighpass workflow, for "new" use original diffuse color checkbox in material editor, i believe does not make any diference, but not tested..
Try to see the difference, the standard type of mixing just draws on the other material a different material, it is completely covered by mixing materials only at the edges. Weighted blending uses Heightmap as Opacitymap with Vertex Blending, that is, the material seems to use a mask.
[img]https://preview.ibb.co/edDqSH/dfgdfgfdgf.png
Re: CRYENGINE 5.5 PREVIEW Collective Build Feedback Thread
#25Do you use normal hight map from texture or more agressive like black and white mask only?
Well, I do not know, this screenshot will not give you anything. As I see it, the old mix, just replaces one material with other material when you draw. Weighted blending puts a number of materials on top of each other when you start drawing. when you start drawing, if you draw intensively in one section, the material is completely replaced, if only a part of the material is exhibited quickly, only the part of the material appears Heightmap here plays the role of a mask. More dark areas show the material more strongly. Something like this
[img]https://preview.ibb.co/edDqSH/dfgdfgfdgf.png
Re: CRYENGINE 5.5 PREVIEW Collective Build Feedback Thread
#26Do you use normal hight map from texture or more agressive like black and white mask only?
Well, I do not know, this screenshot will not give you anything. As I see it, the old mix, just replaces one material with other material when you draw. Weighted blending puts a number of materials on top of each other when you start drawing. when you start drawing, if you draw intensively in one section, the material is completely replaced, if only a part of the material is exhibited quickly, only the part of the material appears Heightmap here plays the role of a mask. More dark areas show the material more strongly. Something like this
[img]https://preview.ibb.co/edDqSH/dfgdfgfdgf.png
In the screenshot of the default materials, I just added colors to them that would be seen better
Re: CRYENGINE 5.5 PREVIEW Collective Build Feedback Thread
#27ok, i will try..
In the screenshot of the default materials, I just added colors to them that would be seen better
Re: CRYENGINE 5.5 PREVIEW Collective Build Feedback Thread
#28Twist the blending settings in the materials themselves, so that there are more rigid transitionsok, i will try..
In the screenshot of the default materials, I just added colors to them that would be seen better
[img]https://preview.ibb.co/bVvvSH/SFSDFDFD.png
Re: CRYENGINE 5.5 PREVIEW Collective Build Feedback Thread
#29Yes, it works, try it, effect is cool, but need to test this out in 5.4, it does not have this really? because this blend settings it has from 3.5.. yeah, tested in 5.4, it has different blending effect..Twist the blending settings in the materials themselves, so that there are more rigid transitionsok, i will try..
In the screenshot of the default materials, I just added colors to them that would be seen better
[img]https://preview.ibb.co/bVvvSH/SFSDFDFD.png
Re: CRYENGINE 5.5 PREVIEW Collective Build Feedback Thread
#30Thanks guys for explanation. Seems like it works.
Still, the question about LOD generator to Crytek team - where is it?
Still, the question about LOD generator to Crytek team - where is it?