All the detail is coming from the decal normal map. Terrain surface is just having a very smooth hole. Thanks for the feedback I'm looking into it. :) @Flight, Watched the video, very helpful indeed. In Frostbite decals can affect terrain displacement so basically as decal spawns terrain is automatically lowered by…
@MaxHoekThanks! :) * So I've finished reworking the landscape shader network. It runs a lot faster due to having much less texture samplers now. * More than 2/3 of the roads are placed. * Landscape is fully painted (1st pass). * While we aim for a dynamic time of day cycle, for myself I've made 4 lighting presets because I…
Hello, Sharing some progress. A) New lighting preset! B} Experimenting with dynamic HDRi sky (The last of us style, thanks to Tilman Milde for demonstrating the workflow). C) Cooked some ground materials using Megascans Mixer. D) Decal shader for puddles is using 3three Vector3 nodes to generate 3 brown colors, and blended…
@pixelpatron, Thanks! @aclund3, AO as you pointed out is somewhat too strong at some spots, I'm really struggling there because DFAO is generally very unpleasing feature to work with. It's like if you try to tone it down on trees then you've lost all the nice AO on those small shacks. Usually doesn't look well on all…
Looks good. As Doxturtle said above, you need some more minor debris to break it up a bit. If you look at this video from Battlefield 5 (0:27 sec to 34 ish, apparently i can´t link to the right timestamp :)) they are doing something similar with the terrain (digging animation, terrain being lowered, mesh/decal being put in…