The regular grass will be rendered where the red color is. R8 texture for the regular grass, as its diffuse texture contains only 1 vertical column.Within this tutorial, we will use 2 image masks taken from the Art Samples demo: The grass will grow only across areas with a channel color value. Each channel of the mask (R, G, B and A) controls if the grass from the 1st, 2nd, 3rd and 4th columns (respectively) is rendered or not. Image mask that determines spreading of grass across the terrain. Within this tutorial, for the 4097 × 4097 terrain, 2048 × 2048 texture will be used (1 pixel will be mapped to cover 2 units). Otherwise, you should create a new one of an appropriate size. If such quality is enough, you can use this texture. For example, if you have the 4096 × 4096 terrain and the 1024 × 1024 texture, 1 pixel of this texture will be mapped to cover 4 units of the terrain. Dimensions of the texture should be chosen so that to get the result of appropriate quality after mapping pixels to the terrain.For example, if you have the 4096 × 4096 terrain, the texture should not be 256 × 512. Dimensions of the texture should be proportional to the terrain size. ![]() Dimensions of the texture should be equal to some power of two (for example, 1024 × 1024, 2048 × 2048 and so on).The texture does not have the same size as the terrain, but should meet the following requirements: Show older versions >|Hide older versions << UNIGINE 2.17 (Latest) (Unsupported SDK).
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