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Re: What are you working on?
[Re: Emre]
#472931
05/30/18 20:24
05/30/18 20:24
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Joined: Jul 2007
Posts: 619 Turkey, Izmir
Emre
User
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User
Joined: Jul 2007
Posts: 619
Turkey, Izmir
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Damn it's too hard. i know this is not exactly what you said but all i can do is this for now. Still working on it. God i wish i was a good developer with good english. Sometimes i can't understand programing language. it can be difficult to find the right method. I feel myself trying to describe an elephant in a dark room. I mean... like these guys. edit: Okay i think this is better now:
Last edited by Emre; 05/30/18 21:43. Reason: second picture
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Re: What are you working on?
[Re: Emre]
#472932
05/31/18 06:16
05/31/18 06:16
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Much better! However, sand is not transparent and this is why the transition looks a little strange or game-y. You could sample another rough texture now and multiply your blend factor variable by it (one channel) or probably better, subtract it, like this:
blendFac = what you currently have, maybe times;
float warpFac = tex2D(warpSampler, InTex).x;
blendFac = saturate((blendFac-warpFac)*10); // try different values here
float4 color = lerp(sand,stone,blendFac);
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: What are you working on?
[Re: Superku]
#472934
05/31/18 09:19
05/31/18 09:19
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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@Emre May be something like a single entity of a bunch of rocks scattered on the Z=0 plane that has their center XY offsets saved in the secondary UV coord set. Each copy of the entity has its own rotation matrix so each rock can be rotated around each own center but all together on each entity. A scalation of the down vertices in reference to its height expands the mesh and can look half-buried. If you use the same texture, orientation and size of the ground texture into the down part of the rock entity, it will look fully merged. *edited A XY offset of the down part in reference to its height could emulate an orientated accumulation like in slopes or the effect of wind. When the gradient is 0:rock <> 1:ground, multiplying the ground color by the gradient could be a good looking effect.
Last edited by txesmi; 05/31/18 09:54.
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Re: What are you working on?
[Re: txesmi]
#472961
06/02/18 18:15
06/02/18 18:15
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Joined: Jul 2007
Posts: 619 Turkey, Izmir
Emre
User
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User
Joined: Jul 2007
Posts: 619
Turkey, Izmir
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Thank you! When i examined your codes, i realized that i could never achieve that alone. Thank you again for sharing. Btw there was aproblem about rock.fx. I just changed matWorld with matTexture then i got the result. Everythings really works fine and wonderful!
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