Part 3 - Scanned Data + Procedural Materials + Custom Functions for Blending + Materials done with AI assistance (for patching mostly) --
In this case I am exploring mostly the blending functions based on detail maps mixed together. This post isn't much about AIs but rather integrating procedural and scanning workflows in a way that I find more intuitive. Also custom functions for randomizing normal maps while keeping it's correct orientation all the time. I have been able to create a generator that allows randomization based on the pattern and structures of the asset. But this solution still requires further exploration for perfect results everytime. I have also worked on "detailing functions" for forest-like environments with custom blending that allows projection on the base material rather than just height-blending. And multiple simultaneous external inputs for fast randomization and variation of a base material.