Jump to content

[SOLVED] Alpha Noise procedural Shader


photo

Recommended Posts

Posted

Hi, i was wondering if any of the Unigine materials can proceduraly generate an alpha channel using a perlin noise or similar?. The use case is a mesh that runs along the side of something long (say a road) that has a material of gravel / rocks on it - i would like this gravel to be varied in its appearance to avoid tiling so i was thinking of somehow genarating a randon alpha channel procedurally to break it up.

 

maybe something similar to Sky_base could do this but without the animation component?

 

Can this be done with any current material?

 

Thanks in advance.

Posted

Actually, you can achieve the same result with the already implemented materials (the generation is nor procedural though):

  • In simple mesh_base (or any of its children) enable Detail state. This way, you can have a tiled base texture and a unique detail texture (2nd UV map) stretched across the whole mesh. Usually this option is used to add asphalt cracks, dirt, etc.
  • With mesh_layer_base material you can mix between 2 materials (in your case, gravel and rock) by a mask.
  • mesh_terrain_base allows to have the most variety by mixing up to 4 detail textures (just like the terrain).

If you want to stick to procedural generation, I'm afraid you'll have to write a custom shader for that as we do not plan to add such material in the near future.

×
×
  • Create New...