You can find it here:
And here's a video showing it in action:
What is it?
If you're not up-to-speed on the work I've been doing, my changes revolve around two major topics. First of all, I've implemented the height-based blending algorithm as described by Andrey Mishkinis, in this article: http://www.gamasutra.com/blogs/AndreyMi ... atting.php
I have implemented that blending technique, using the height information available in the alpha channel of the normal-map. I only need to add it to macro textures as well.
Furthermore, I've implemented the changes explained by @
JeffR here: viewtopic.php?f=2&t=1032&start=20#p8280
Well, except for the composite map, as PBR is not in yet. But the changes to how detail textures and the base texture works are implemented. You can now set the base texture, to be used by the whole terrain, on the terrain object as shown here:
The diffuse texture still exists, but it is only used to generate the base-texture if you don't specify a base texture directly.
I would like feedback on:
- Bugs, any bugs or things looking weird is always important to know about
- Performance, how does this build perform in your various scenes/tests?
- What do you think of this way of using the detail texture? I.e. as a up-close diffuse texture rather than a gray-scale detail texture?