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Random environment... - Posted on: 9/30/2018   [Uncategorized]



I spent a little time trying to make some of the grass textures blend better with the terrain.

This has always been difficult because the grass shaders are very different from the terrain shaders, so you get different colors and light based on many factors. For example, if there's a specular highlight in the terrain, that doesn't affect the grass at all, so its always going to look disjointed.

On a side note, I've been trying to figure out how to get the terrain textures to blend with other game objects, so if I figure that out, I'd assume I could apply it to the grass shaders too - that would be awesome.




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What now? 10/28/2018
I am constantly conflicted between wanting to make something realistic versus something simple and stylish. I have so many different versions of this project now... its silly.
Improved Gem Shader... 10/28/2018
I updated the gem/crystal shader again...
Another random environment... 10/18/2018
I made several minor improvements to this new stylish environment.
Another random environment... 10/17/2018
I made lots of improvements to this new environment...
Improved Gem Shader... 10/17/2018
I updated the Gem Shader so it supports Fog and blends better with the water.
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I posted a video clip of the new environment to Twitter and got a lot of positive feedback...
Another random environment... 10/12/2018
I added a snippet of code from my terrain generation script, just to quickly add some more rocks and trees to this new environment.
Another random environment... 10/12/2018
I'm trying some different styles/techniques in another random environment.
Improved water caustics fx... 10/10/2018
I made a couple more improvements to the water caustics effect...
Improving the water caustics fx... 10/9/2018
I had a great idea to improve the recent water caustics effect...
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