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I found a bug...

When you for example subtract a white texture from another you create values below zero, which just render as black like they should. But when you pass on this seamingly black texture, the negative values get passed on. If you then pass it in for example lighting, the original heightmap is still rendered. (Basically you need to clamp values before passing them on)

Another suggestion I have is when you have for example blend modes, you should describe what a mode does.

I fixed it by simply putting the list of Modes in the description...

During development, i thought i should try clamping texture's values, but upon testing this out, it revealed to be a problem. If values couldn't be "darker" than black (0.0) or "brighter" than white (1.0), there would be minimum and maxium values for a heightmap, which is not ideal.

About the blend modes, i completely forgot to add them in the "Blend" node's description! I will add them in the next update, but for now, they are respectively:

0 - Add
1 - Subtract
2 - Multiply
3 - Divide
4 - Min
5 - Max