Hi,
I am relatively new to shaders and graphics in general. I am more of a programmer, but I like to learn some 3D and material stuff as it's quite cool.
I've been watching this great video and kind of building along using my own materials (baked and exported from Unity, then made seamless with Gimp): https://www.youtube.com/watch?v=QcqJckp_q3M
However, I get stuck on the 35 minute chapter where he goes into blending multiple textures together on the Z axis (Z because in Unreal Engine, which he uses, the Z faces upward). He doesn't really explain the mechanics behind this as it's not the purpose of the tutorial.
Regardless, I'd like to replicate this and wonder how it's done.
I'll upload the shader definitions I have currently set up as well.
In this video we will cover at a high level many of the techniques we use to texture large assets for games such as boulders/mountains, buildings, large machinery and more.
I will introduce you to the idea of modeling to existing textures, ways we can adjust our UVs to span large surfaces, normal map blending, z up shaders, vertex painting, UE5...