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Free Blender 2.8 - HeightBlendV1

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Free Blender 2.8 - HeightBlendV1

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59 ratings

Blending various materials based on height/displacement maps is something I always wanted to have in Blender. That is why I created two material node groups to do this, just like Substance Designer or Quixel Mixer!

Check the HeighBlendV1.blend file for notes and descriptions.

Here is a tutorial explaining the workflow: https://www.youtube.com/watch?v=8p7g6tiaDwU&feature=youtu.be



HeightBlend:

Inputs:

Weight: Determines which material/layer is used, generally, white adds material A over a black material B.

Height-A/B: Input the height/displacement map.

Scale-A Adjustment: Expands material/layer A.

Midlevel-A/B: Value to determine the displacement direction, in this case how it will blend.

Scale-A/B: Determines the displacement amount, large differences in the scale values (example A=1, b=12) creates sharper or softer blending between materials.

Height Mask Invert: Invert the height.

Height Mask Contrast: Extra sharpening or softening.

Height Mask Brightness: Extra coverage. Changing both the contrast and brightness parameters. might create alternate results.

Displacement Midlevel: Object midlevel, like the displacement modifier.

Displacement Scale: Amount of displacement, like the displacement modifier.

Displacement Balance: Brings back the underlying layer.

Swap Materials: Changing this parameter swaps the layering effects, but preserves the HeightBlend parameters.

Wireframe Size: Use this in combination with the Wireframe Preview to visualize the current density and surface displacement.

Mat-A/B: Input of the materials.

Displacement Mix: Input the previous HeightBlend Displacement Output for accurate mixing

Outputs:

Height Mask Output: Mask for artistic mixing or to mask custom materials/parameters.

Height Mix Output: You can use this output to chain multiple HeightBlend materials for accurate mixing.

Material Output: Output for the Surface Material Input.

Displacement Output: Output for the Displacement Material Input.

WireFrame Preview: Output to visualize the current density and surface displacement.

HeightBlendWater:

Inputs:

Water Input: Determines which material/layer is used, generally, white adds material A over a black material B.

Height Mix Input: Insert the Height Mix Output or another Height map.

Reflection: How much the water reflects

Water Roughness: Change the roughness, perhaps useful for ice.

Base Color: Color of the water.

Water Height: Amount of water.

Muddy - Clean: The amount of absorption.

Puddle Displacement: Extra geometrical displacement to deepen the puddle.

Material Input: Use the HeightBlendMaterial Material output or a custom output.

Displacement Mix: Use the HeightBlendMaterial Displacement Output or a custom output

Water Normal: Add a normal/bump maps to add ripples or other normal effects. (might need to change the material settings to use both displacement or Bump)

Outputs:

Weight Mix Output: the final output of the water mask.

Water Material Output: Output for the Surface Material Input.

Displacement Output: Output for the Displacement Material Input.


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HeightBlendV1

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