![]() You do need the grass texture in DXT5 dds with alpha channel almost pitch black everywhere to get correct results. Then unwrapped each section(smart UV unwrap).Īt that point you can export and test with a basic grass texture on the G channel to get things going. Then for each section I had a pure green 4K image to assign. I then assigned different areas with its own "RGB_LAND_XX" material. There's 8 of them to cover the entire track, to get fine details such as small grass patch.įirst (in Blender) I merged all my ground terrain up to the track edge in one object. So you get the true color of RGB channel texture assigned according to txMask that show. But instead of using the txDiffuse to assign color (such as I did for asphalt) it's just a neutral texture (see image below). The short story is that I used ksMultilayer_fresnel_nm. So I basically took a page from Lilski's playbook for the ground shaders (all credit go to him for figuring out this stuff long ago!). Still one of the top mod track out there, even after a few years, IMO. It's wild mix of sand, grass gaining back some ground and reworked areas leaving bare soil exposed, not to mention rock on the hills.Ī track that has a similar effect is Lilski's Bridghampton. I tested many approach to make the ground, which is not nicely trimmed grass, so not easy. ![]()
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