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by Lahl on 2018/11/27 16:25:19

Ok... Ingvar Lybing's Blending textures can be a little complex to get your head around at first, but it's easy once you get the hang of it.
Basically, the textures "key off" another texture or map. I usually use the roughness channel as it's pretty obsolete and won't interfere with other textures

Here are the instructions directly from the Blend_B texture's info tab
Blend B Texture (Blend A, Blend Init)
Type: Color, Bump.

This texture is used for blending color and bump textures. The blending is done by using another texture as an alpha channel. To function properly this texture must be used together with the Blend A and the Blend Init textures.

Blend Init Texture: The use of this texture is optional, but it is necessary if you want a perfect blend between bump textures. It must be applied before any bump texture. Its function is to save the objects surface normal for later use in the blending calculations.
Blend A Texture: This texture must be applied before the last texture(s) that is to be blended. Its function is to preserve the current color and surface normal.
Blend B Texture: This texture must be applied after the last texture that is to be blended. It is this texture that does the actual blending.


Mountain top (alpha channel)
Blend A
Dino Skin
Blend B

Checks (alpha channel)
Color Noise
Blend A
Color Noise
Blend B

Blend Init
Jersey (alpha channel)
Blend A
Blend B

Note: Naturally, Color maps and Altitude maps can also be used for blending.



Blend Color/Bump: These determines which attribute(s) will be blended.

Invert Blend: When this is checked the blending will be reversed.

Key Attribute: This determines which attribute will be used as the alpha channel. The Red channel will be used for the RGB attributes.

Reset Attribute: The key attribute can be reset to any color or value. The Red channel is used to set the values for the non RGB attributes.

1. First of all, you need your base textures with NO bump maps, but you can add base colour, specular, hardness maps etc.

2. Add Blent Init to start the blend (only needed if you use bump maps)

3. Add a map or texture that maps where you want blending to occur.
eg a texture map that is white where you want new textures to show and black where you want base textures to show and the greys inbetween will fade between the textures
I apply this blending map as a roughness map to key off, but you can choose other attributes such as shininess, brightness, reflection, filter or specular, but these may interfere with base textures. These settings can be reset on the object at the end

4. add first lot of bump maps/textures

5. add Blend A

6. Add 2nd lot of colour and bump textures

7. Add Blend B and selct colour/bump as the attributes to blend, and select the attribute from the blend map you used to key off, in my case I use roughness. The blend B texture will then do all the blending, and you will need to select reset attribute to 0 (black) to turn off the key attribute (roughness), or you can set it to whatever colour you need for the whole object


Hopefully that worked for you
Just remember to put down your base textures
use init if you want to blend bump maps
use a greyscale roughness map
sandwich new textures between A and B and reset key attribute

Now..... AAAlpha texture is a totally different beast.
This textures is used to create a depth map or alpha channel for an entire render to be used in effects compositing in post production, NOT for blending object textures

If you are trying to add something like a label or logo, you could use AADecal texture and use a 32bit TGA file with alpha channel. Just be aware to invert the alpha channel from the normal usage.

Good luck

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