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#5574
Jeremy Hill

The only procedurals we have yet are 2D, so they exist in UV space and would indeed be “stuck” to geometry, if that’s what you mean (as opposed to a 3D world-space procedural).

We already natively support some of what you refer to with combining weight maps, by virtue of nodes having inputs & outputs. But I think you also want a sort of “map mixer” node, to create one map from multiple maps. And in that case, as currently, you would have control over the UV channel used, on a per-texture basis, on a per-instance basis (you can use different UV sets with a given texture, on different instances of a given mesh).