![]() ![]() ![]() They developed a super cheap method of creating a tri-planar function using just a single texture sample. Beside the procedural approach of creating this beautiful world and all the super technical stuff, I was also very interested of how they are dealing with cliff faces. One day I watched a talk about the rendering in FarCry 4 and I was blown away. On this one I am extremely proud and the best thing, I didn’t do anything for it…ĭuring work I am watching a lot of GDC talks to stay up to date and learn new things in areas, I am not even related to. So I added this little option, which you can always turn of using a simple boolean.Īlso, for saving some texture samples, I am using the AO multiplied by 0.5 for getting some kind of an specular approximation. ![]() ![]() Technically this is wrong and breaks the PBR workflow, but it really helps to get better definitions in your material, because most of the time a regular material can’t handle the self-shadowing in small crevices. One thing to mention is, I multiply by default the AO channel on top of the BaseColor. You probably should rename the basic parameters to get access in your material instance, but beside that it’s a out of the box solution. Out of the box, you just have to plug in your textures, connect it with the rest of your node system and it works. For exactly this problem I created this material function. Duplicating texture sample for texture sample, repeating this step over and over again. Managing these can really be a waste of time. In my case, the mongolian scene, I used a soil, grass, gravel, cliff and snow layer. When working with landscapes, you have multiple kinds of surfaces. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |