New filters dedicated to the blending and weathering of scanned materials as well as new Normal map and Ambient Occlusion filters.
A variation of standard Material Blend node which uses the Height Blend method to blend 2 full materials using their height map, as well as making sure the albedos match properly, all in a single node.
2 materials are seamlessly blended using their respective height maps.
This Snow filter allows you to add a snow cover to any pre-existing material. The snow will pile up realistically and parameters allow you to choose the thickness of the snow, add a melted snow effect or simulate a windy blizzard situation. Works best with a contrasted mask as input.
This new Ambient Occlusion filter generates an accurate AO by taking into account the real-world scale and depth of the surface, rivaling the quality of a raytraced bake in only a few milliseconds. Compare that to the time it takes to manually generate a high poly displaced plane before baking it to a flat quad without artefacts and you have a game-changer!
On the left an Ambient Occlusion raytraced from a high poly mesh, on the right, the new Horizon Based AO node.
The Color Match node allows you to fine-tune the overall tint of your scans without destroying the color of small elements. This is useful for example to blend 2 ground scans where the dirt may have a different tint and need to be adjusted but leaves and grass patches should remain untouched. Just pick a median color of the target albedo and you’re done.
2 materials with very different albedos are matched to blend perfectly.
This Height Blend filter was made to ease the process of blending multiple materials and create height-based masks for realistic blending and effects.
2 materials represented by the blue and red areas are blended using their height map
Author: Artyom Sergeev