![]() n="20" : Volumetric geometry overlay only - colour texture n="15" : Grain texture (a fine grass coloured texture similar to your first texture) n="14" : Overlay texture (currently contains fine structure in the alpha channel) Looking at the airfield effect, and tracing the n= vales, texture units, and unform names: ![]() Maybe(?) the names of the updated textures should be changed(?). Not sure what Gilberto's plans for the texture was (it seems various other textures were derived from the grass one). Some textures are used by different effects to what the name suggests in different ways. I noticed the textures had been updated, replacing airport-grass-png and airport-grass-autumn.png.Ī fairly common way to add new textures seems to be to add a 2 after it, looking at the textures forlder. The difference in the structure texture I made from your photos is your original grass photos are less uniform, and have grass and plant leaves. The current sturucture is based on the grass photo airport_grass2.png. I had thought the current detail was from some (homogenous looking) math noise thing, not a texture. Therefore the ground rendered by ag has grass detail from a structure texture texture like the one I made. I never looked or bothered about it as I thought it must have something to do with the geometry shader volumetric grass 'overlays'. It seems to be implemented this way to be consistent with a standard overlay format, Done this way it gives basically the same equation as my test version (with some bonus unevenness noise added). It seems the structure is stored in alpha channel in inverted fashion and the RGB channels are empty. that there already seems to be a default structure texture called grass_overlay.png. Erik wrote in Fri 3:21 pm:Seeing that the airport keep in the comparison images stuck out like a sore thumb.
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