Has anyone tried to create a vertex blending workflow in Maya with the AL Shaders which would be especially useful for things such as large ground planes and environments? I know Maya has it's built in ShaderFX for gaming type scenarios for realtime which can assign texture maps to coordinates based on vertex weight mapping to blend areas of say grass, dirt, rock, asphalt, etc. with typically tileable textures.
I'm not even sure if the available AL nodes support this kind of workflow, maybe this is a feature request, but I was hoping someone might have dabbled and can share. ;-)
Thanks,
Harp