QuoteA continuing WOW from me...
Thanks, Bobby. I'm learning as I go here.
QuoteYou could try using the gravel colors projected onto the object where you want to overlap. If you use a soft simple shape for the area of overlap (perhaps also thorugh transform shader world position), mask a surface shader with that and import the texture needed through a similar transform shader as a child, it should work.
Ok, I think I'm following you here. You'd add a projected texture to the object's shading network? Are the transform shaders used to fine-tune the final shape and position of the simple shape? Have to admit I haven't used them much, probably would make my life easier.
(See above . . . learning as I go.)
Is it possible to project a texture or displacement across an imported object and adjacent terrain? (Guessing the answer is yes – just feed it into the object's shading network from the main network?)
Updated rendering with some rust and grime – now it should look like it's experienced a couple of Upstate winters.
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