Re: Green Valley Next-Generation Development Thread
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.

