paramount opened this issue on Nov 20, 2008 ยท 225 posts
bagginsbill posted Sat, 13 December 2008 at 3:03 PM
Actually if you make two versions of your pattern, one horizontal, and one vertical, as shaders it is easy.
You then plug them both into a Blender.
You make a mask for where you want pattern 1 = black, pattern 2 = white.
You drive the Blender.Blending value with that mask.
So all you have to do is design a good pattern for the arm that is bad at the moment - using different mU+nV to get a good line. (I assume you used m=1, n=0 for the existing case that is mostly horizontal)
Once you have the new pattern you combine with the old one using the Blender and mask. This is similar in technique to a transmap - the math is identical. The only difference is we treat one pattern as the "background" and make the other pattern the "transmapped" texture on top of it.
But I call this a blending mask.
Photoshop would call it a "layer mask".
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