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Terrain Shader Phase I #403626
06/22/12 19:33
06/22/12 19:33
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
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]

Re: Terrain Shader Phase I [Re: Steempipe] #403672
06/24/12 07:12
06/24/12 07:12
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
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...

Re: Terrain Shader Phase I [Re: HeelX] #403676
06/24/12 09:20
06/24/12 09:20
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
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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