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Re: Green Valley Next-Generation Development Thread

PostPosted: 04 Feb 2015, 17:52
by Anon
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.

1_1.jpg


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.

Re: Green Valley Next-Generation Development Thread

PostPosted: 05 Feb 2015, 05:40
by Anon
Okay, so I guess I lied when I said I wouldn't work on the splat map algorithm for a while.

Image

Settings:

Image

Re: Green Valley Next-Generation Development Thread

PostPosted: 05 Feb 2015, 16:40
by charlie
Looks pretty cool. I'm very interested to see where you are going with is. :)

Re: Green Valley Next-Generation Development Thread

PostPosted: 05 Feb 2015, 21:38
by Tiger
Looks nice! Where you will add the river?

Re: Green Valley Next-Generation Development Thread

PostPosted: 05 Feb 2015, 21:57
by Anon
Oh, this terrain is just a test model for the algorithm. I have yet to figure out exactly how to model the actual track's terrain.

I should probably link to the model, actually.
http://www.virtual-lands-3d.com/assets/files/terrains/Alpine-terrain.zip