Better Foliage

Level design, models, animations, physics, etc.
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Scottie Sirius
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by Scottie Sirius » Fri Jul 31, 2015 7:26 pm
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Nils
, when you say edit the normals in your 3D application, what do you mean exactly? How do you do it in Max or another 3d app? Can the technique be used for hair and palm fronds etc? I have the same issue with several textures where transparent z-write looks so much better and realistic but the water in the background messes it up. Also, with transparent z-write on, my palm fronds don't drop shadows. Is there a fix for that?
Nils
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by Nils » Sun Aug 02, 2015 5:43 am
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Scottie Sirius
, you can edit the normals of any mesh/poly in 3ds max. Just add the "Edit normals" modifier in the rollout. You'll get it after a bit of playing around.

You can also add a bit off subsurface effect when the normals appear too dark with everything you do. Though it might look a bit strange during night time (too bright); we added a global scalar for that so we can adjust the strength when needed.
Scottie Sirius
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by Scottie Sirius » Tue Aug 04, 2015 4:43 pm
Thanks, I'll play around with that.
Steve_Yorkshire
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by Steve_Yorkshire » Thu Feb 04, 2016 6:03 pm
Editing Normals Modifier has been a thing since Blender 2.7 apparently.

And here it is in action! :D

Image
Nils
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by Nils » Fri Feb 05, 2016 4:38 am
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Steve_Yorkshire

groundCover or forest ? (cos I see some shadows :-P )
Steve_Yorkshire
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by Steve_Yorkshire » Tue Feb 09, 2016 12:36 am
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Nils
actually it's all tsStatic mesh. For my new project I'm not using the stock terrain system at all.

Image
Steve_Yorkshire
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by Steve_Yorkshire » Fri Feb 12, 2016 9:05 pm
I wrote up a blog post on my attempts to create animated textures for a static grass mesh. viewtopic.php?f=8&t=561
Skipper
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by Skipper » Thu Mar 03, 2016 1:25 pm
I found another Cryengine tutorial with a slightly different approach on Youtube. I think it's interesting because it uses real world grass textures rather than computer generated stuff plus it shows some shortcuts to photorealism using NDO normal map generation. Also looking at the Cryengine workflow in this visual way highlights some of the similarities with the Torque forest editor settings. The end result looks okay too. I'm going to have a go at it and post some of the results.
https://www.youtube.com/watch?v=bLkPz0Wquhk
MilkywayM16
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by MilkywayM16 » Thu Mar 03, 2016 10:30 pm
Skipper wrote:I found another Cryengine tutorial with a slightly different approach on Youtube. I think it's interesting because it uses real world grass textures rather than computer generated stuff plus it shows some shortcuts to photorealism using NDO normal map generation. Also looking at the Cryengine workflow in this visual way highlights some of the similarities with the Torque forest editor settings. The end result looks okay too. I'm going to have a go at it and post some of the results.
https://www.youtube.com/watch?v=bLkPz0Wquhk


Please do, it will be interesting to see what you come up with!
JeffR
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by JeffR » Fri Mar 04, 2016 10:04 pm
Skipper: Nice find.

I've been aware of the steps for photo sampling grass and stuff before, but it's never been as one single, solid tutorial. Good find.
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