Phenomenal, thank you! I also made a variant of this that uses a separate texture for z for very basic grass/rock transition. However I'm currently trying to find a good way to implement hardness/blending level between the textures. Also setting the height of the grass would be nice.
Thanks for showing off the material graph so clearly, but the video doesn't show how the final product/ how the material behaves at the end (or beginning). I can't tell if this is something that I want to know or not.
Thank you for this great tutorial! I have a stupid question. How is it possible to increase or decrease the normal strength? I cant simple connect parameters as usual. Thank you :)
Ah, I suppose you could take the normal output from the triplanar node, break it into RGB, and multiply the RG by a scalar, then recombine with append into one vector. If you scale the RG that should decrease the normal strength I believe. If you find a better way let me know!
Thank you, very explicative, best type of tutorials!
Phenomenal, thank you! I also made a variant of this that uses a separate texture for z for very basic grass/rock transition. However I'm currently trying to find a good way to implement hardness/blending level between the textures. Also setting the height of the grass would be nice.
Sos un capo
Thanks for showing off the material graph so clearly, but the video doesn't show how the final product/ how the material behaves at the end (or beginning). I can't tell if this is something that I want to know or not.
Thank you for this video. I'm using Unreal 5.4 and I was wondering how can you achieve this with a 3 color Lerp.
The texture is flipped without adding the multiply by minus one that exists in the WorldAlignedTexture Node
Thank you for this great tutorial! I have a stupid question. How is it possible to increase or decrease the normal strength? I cant simple connect parameters as usual. Thank you :)
Ah, I suppose you could take the normal output from the triplanar node, break it into RGB, and multiply the RG by a scalar, then recombine with append into one vector. If you scale the RG that should decrease the normal strength I believe. If you find a better way let me know!
@@stephenmaloney424 Thank you very much. I will try that :)
You could shave off another instruction by putting just one abs just after the VertexNormalWS and feeding that into the masks before the lerp alphas.