Yesterday I created a forest of giant mushrooms during my lunch break. As you do.
Rough/low-poly test for a Forest on Aurore |
I'm going to do a proper version. First I'm going to need to build some "hero" assets. These broadtops are a bit low detail.
Today, I'm looking to get a base terrain finished. One thing I was keen to work out was how to mask the high slopes on a terrain so as to be able to texture cliffs.
Justin at The CG Essentials had just the tutorial:
This is pretty simple:
1. In the node editor, add a geometry node.
2. Add a separateXYZ node. Connect the normal slot to the geometry node to the seprateXYZ's factor slot.
3. Connect the "Z" axis output to a colorRamp
4. Adjust the ramp so that it splits the terrain into steep slopes and everything else.
1. In the node editor, add a geometry node.
2. Add a separateXYZ node. Connect the normal slot to the geometry node to the seprateXYZ's factor slot.
3. Connect the "Z" axis output to a colorRamp
4. Adjust the ramp so that it splits the terrain into steep slopes and everything else.
5. Use the output as the factor in a mix shader that mixes a ground material with a cliff material.
And then I cover the entire ground layer in grass... |
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