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@@ -462,6 +462,38 @@ UV or triplanar modes, many interesting textures can be achieved.
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.. image:: img/spatial_material24.png
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+There are several settings that control how detail is used.
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+
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+Mask: The detail mask is a black and white image used to control where the
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+blending takes place on a texture. White is for the detail textures, Black
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+is for the regular material textures, different shades of gray are for
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+partial blending of the material textures and detail textures.
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+
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+Blend Mode: These four modes control how the textures are blended together.
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+
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+- Mix: Combines pixel values of both textures. At black, only show the material texture,
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+ at white, only show the detail texture. Values of gray create a smooth blend between
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+ the two.
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+
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+- Add: Adds pixel values of one Texture with the other. Unlike mix mode
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+ both textures are completely mixed at white parts of a mask and not at gray
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+ parts. The original texture is mostly unchanged at black
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+
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+- Sub: Subtracts pixel values of one texture with the other. The second
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+ texture is completely subtracted at white parts of a mask with only a little
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+ subtraction in black parts, gray parts being different levels of subtraction
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+ based on the exact texture.
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+
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+- Mul: Multiplies the RGB channel numbers for each pixel from the top texture
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+ with the values for the corresponding pixel from the bottom texture.
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+
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+Albedo: This is where you put an albedo texture you want to blend. If nothing
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+is in this slot it will be interpreted as white by default.
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+
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+Normal: This is where you put a normal texture you want to blend. If nothing is
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+in this slot it will be interpreted as a flat normal map. This can still be used
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+even if the material does not have normal map enabled.
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+
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UV1 and UV2
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~~~~~~~~~~~~
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