- Wed Aug 27, 2008 3:28 pm
#279197
I've been playing with textures to see if I could come up with a method for grass that doesn't up the poly count too much or render times counting on displacement.
This test uses two identical meshes with a darker map under and a clipped map to the top layer with two saturations of the colour map weighted to provide large scale variations. This also cuts dwon the visual tiling of the low scale colour maps. Tiling of the weight map only becomes obvious in the distance.

IMAGE UPDATED
This test uses two identical meshes with a darker map under and a clipped map to the top layer with two saturations of the colour map weighted to provide large scale variations. This also cuts dwon the visual tiling of the low scale colour maps. Tiling of the weight map only becomes obvious in the distance.

IMAGE UPDATED
Last edited by Richard on Wed Aug 27, 2008 6:34 pm, edited 1 time in total.
Move your arse and your mind will follow!




