Re: Green Valley Next-Generation Development Thread
Posted: 04 Feb 2015, 17:52
Up until now all my algorithms for generating splat maps have relied on flattening the terrain and operating on it as an image.
Here's an extremely early test of a splat map implemented as a Cycles shader, using Dirty Vertex Colors and vertex normals.
The above only took ten minutes to do, but I'm posting it here because I might not work on it again for a while.
Here's an extremely early test of a splat map implemented as a Cycles shader, using Dirty Vertex Colors and vertex normals.
The above only took ten minutes to do, but I'm posting it here because I might not work on it again for a while.