how do you use the 4-layer Uber PBR MDR shader
![GarrettDR](https://secure.gravatar.com/avatar/addcb91f809d44d3557a09726dc73e15?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2Faddcb91f809d44d3557a09726dc73e15_100.png)
Does anyone have and information on how to use this shader? It is in the Default Resources folder. I am hoping to use this as a terrain shader where I can place grass, rocks, and snow on a large terrain and adjust the heights of each layer accordingly. I have placed texture maps in each of the layers, Base, Layer 1, Layer2, and Layer 3 but I am not getting any results.Thanks for any help!
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Strange that there hasn't been much talk about this new-ish shader. I think it slipped under the radar for most users. I saw it when it was included in the default resources, but, out of sight, out of mind...
If you apply the shader to any suface (try a primitive sphere), you get something in each layer. Serves as an example of how to use it, I guess.
first I heard of it![surprise surprise](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/omg_smile.png)
Layer Weight channels 1 through to 3 all need masks to denote which parts are grass, rock etc. The example shader shows exactly how the shader works with the maps they have placed in there for us. It looks to me you start with say the soil in the base layer slot and then build it up from there with the lower down layer Weights with masks.
The maps also tell us which is bottom and which is the top most layer, which most likely could be grass, leaves or/and twigs for example.
Is this 4-layer shader basically the same as this product below? Can you tile each layer independently?
https://www.daz3d.com/muelsfell-multilayer-iray-terrain-shader
http://docs.daz3d.com/doku.php/public/read_me/index/60675/start
The bump maps don't seem to work for me .. does anyone get the same issue ?
It comes out it's just an unfortunate choice of diffuse textures. They use diffuse textures with a strong bump baked in, so the "real" bump doesn't appear clearly. It gets better if I remove the diffuse maps, now I can see the normal maps. I'm not completely sure they are mapped correctly on the sphere though. I mean, the light comes from the right but "the hole" in the top layer doesn't seem so.