This video was posted in Slack group.
What I was really impressed was at the 0:40 mark when the guy dropped a piece of
ground on the ground and they just blend together so well. No visible seam. I'm wondering what's the trick here, how can that be possible.
Also towards the end of the video where he placed huge rocks onto the terrain and once again there's like no seam at all.
Can anyone share some insight please?
Replies
Notice the world space terrain material on the mesh? on the bottom? if you skim through the video a bit you can see the exact same material used as part of the terrain as well
next up we have detail maps, check this out when he scales the rock, the small stones and what not are mostly done via detail normal map it seems. That'll help blend it with the terrain for sure
Now we get to the best part, the seam stuff, check this out. Look at the intersections between the rock and terrain.
I don't think it's thats detail normal map because I think I can see colour coming though. I thought at first it's another terrain material fading in at the intersections but the colours that are fading in are exactly the same as the terrain underneath, it almost looks like the rock is going transparent at the intersections.
I have no idea whats going on at the intersections and would really like to find out. anyone from dice here?
from what i see,
the normal doesnt seems technically welded and blend ,
however, the uneven surface from the geo , normal map and texture make it look like blended naturally ,:)
The rest of the stuff I think is just the use of world-space textures. In one of their talks(GDC I think), they mentioned how a majority of the photo-scanned meshes didn't really use the actual photo-scanned textures for the final look. The diffuse was softened for the colors only, while the actual detail came from the detail maps. The first mesh with the roots works just because it shares the same texture as the terrain, otherwise it doesn't look like it's doing anything special.
And what about the normals? There seem to be no hard edge at all where the model meets the ground, how can they blend that?
this video explains everything Thanks leleuxart for the heads up
In short the scale of a terrain object affects the tiling of the detail map so that tiling is consistent regardless of whether you scale up or down. Other than that I believe they just kept the values of their terrain objects and the global terrain very similar. There's a few ways to do this in unreal for sure.
Thanks for that GDC talk though, really amazing work
It seems most of the techniques seen in the video can be recreated in other engines too.