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Posted

I'm trying to use the max blend shader that was included in the latest (3.3.7) SDK release to blend a rock and moss texture. For some reason, the first texture appears stretch like there's no UVs on the mesh, the blend texture is fine though.

Is this shader only intended for use with the dirt layer function (would that matter?) or am I incredibly stupid?!? I also see no slot for my blend mask.

GJnrL.jpg

Posted

Don't use viewport shaders, those are buggy, unreliable, they crash, and they would never look like it will in the game, etc. It's much easier to just hit export and in 0.5sec your back in the editor tweaking the material settings in CE3, rather than spending shitloads of time trying to get the shader to work, get the settings right, etc. It's wasted time, imo.

Just paint your vertex colors where you want the two materials to blend (white for one material, black for the second), and export to game.

In the game, open the material for your asset, and tick vertex colors in the material editor, etc. Check the last link.

PS. Blend and dirt layers are very similar, but with dirt you only have smooth transition and difuse map only.

Guide for the dirt layer (very useful to just give grundge detail to your surfaces): http://sdk.crydev.net/display/SDKDOC3/Dirt+Layer

And the blend layer AWESOME TUT FOLLOWING: http://freesdk.crydev.net/display/SDKDOC2/Blend+Layer

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