Terrain Shader Phase I

Posted By: Steempipe

Terrain Shader Phase I - 06/22/12 19:33

Hi, So I have always been unhappy with how the diffuse shading is done "out of the box" in regards to terrain rendering. Therefore; I am working out a terrain shader that will, at this time in phase I, account for WED sun and ambient settings and allow for a relief type map specular highlight. The idea is to produce a "real life" lighting render of the terrain with minimal user intervention.

Upcoming Phases todo list:
-distance rendering of texture mapping
-normal/parallax mapping
-Global illumination, in the place of, Map color Properties
-Slope based blending.
.... and more.

Any ideas from you all of what I should incorporate?



Walk-about:

[url=www.painthorsestudios.net/terrain_shader_phase_1.zip]http://www.painthorsestudios.net/terrain_shader_phase_1.zip[/url]
Posted By: HeelX

Re: Terrain Shader Phase I - 06/24/12 07:12

Hey steempipe! smile

Question: Is this multitextured terrain? What I would like to see is the randomization of textures, I don't remember the correct term, was it texture splatting?

Other than that there might be not much other features left, if you want to focus solely only on terrain rendering...
Posted By: Steempipe

Re: Terrain Shader Phase I - 06/24/12 09:20

Hi, HeelX!

Randomization of the texture "splatting" is a good idea, thanks!

The pic is a colormap+detailmap. I'm working out the environment lighting sums before moving forward.

Glad to see you're still around laugh
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