Eleblend Tutorial: Controlled Blends

      So what exactly is a "controlled blend"? It's a term I use to describe the process of controlling how Eleblend renders output textures. Really, what I'm describing here is how you might need to change your workflow a bit to force the results you need from the software. So fire up Eleblend and let's get started...

      I'm going to use examples that illustrate the concept rather than "real world" examples. For instance, the image at the right is the source image we'll be using.

      This is the image that Eleblend uses as the "control" filter for determining where textures get painted, and how they blend with neighboring textures. It's the absolute first step in setting up a project. You start with a greyscale image that's representative of your terrain. Remember, black is the lowest point in the terrain and white is the highest. If you use this image as a heightmap, you'll end up with a cone.

      We're going to use the image above as our source image so save it to your harddrive.

      When you bring up Eleblend use File-Source Image to load it. You can also load it by clicking the grey eye icon and clicking anywhere in the box.

      Now click the view layout icon so we can set up our blends.

      Place your mouse over the bottom L shaped control as shown:

      This is the texture that will appear at the lowest point in the terrain. The black areas.

      Hover over the top L control and you'll see the image snapped to a black. This is the top texture that will render at the highest points in your terrain.

      Hover over the bottom L control again and then click thebutton in the image tab.

      To illustrate how blending occurs, we're going to use this green swatch. This green is our grass and we want it to render at the lowest points in the terrain so that's why we're using it here.

      Once added to Eleblend, your layout should look like this.
      And now, add this swatch as the highest texture by hovering over the top control L and clickingin the image tab.

      Here's what it should look like.
      Now click the render button , choose texture from the dialog. Next, click the view output button to see what's been rendered.

      Looks bad, doesn't it? Well, it evenly rendered the images but it's just not right. You want the mountains to start at a lower point, don't you?

      Go back to the layout screen and put your mouse between the two control Ls. As you move up and down, the height box should be changing rapidly. Find height 140 and click. A file dialog will ask for the filename to load, use the rock texture again.

      Now your blend should look like this.

      Hover over the blue arrow and you'll see that you can drag it up and down.

      The "to higher" value shows from this arrow up to the next control point, which in this case is 37%. 37% of the image will be consumed in the blend from the current arrow to the next highest. The same applies for "to lower". Pay attention to these numbers because they can save you time.

      Render it again and you'll have an output image where you have finer control over the blending.

      Now go play with the grain frequency and grain amplitude parameters to add some noise to the blend!

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