Thanks Obscura That's the process I was using, with tiled textures and mask and it still looked bad. Is there a way a mask can be blured in the material editor(blur node)? I think I need to look at the engine scalability again. Seems the normals look better with an ao applied and better roughness map. Kinda new to the…
Would like to know if using the normal from heightmap function is okay to use. I am not sure ppl use it that much here. Turns out you can't smooth out low res jagged edges of normal maps using a grayscale texture. http://www.chrisalbeluhn.com/UT3_Vertex_Blend_Variation_Tutorial.html Using this for mask is just awesome
@ ZackD Thanks for explaining it, :). I think with Corona A6, glossy maps are - white is smooth reflection, black is glossy/rough. At 1.0- smooth reflection, 0-rough. It's a little confusing with the physically based shading but I think I am getting the hang of it. Another question about using the console log. If I entered…
I doubt that those tiles are done with displacement. More like polygons, but maybe not even that. Its kinda hard to tell, but if you ask me, displacement would be the last thing that I would try when its some flat tiles. Have you tried POM? Even that would be much more efficient. To increase tessellation density, you can…
Most of the blurring techniques - real time and non real time as well - are iterative. What this means is it need to do some math X times. So either you can put the same math X times in the material editor with the nodes or you can just use the custom node and make a "for loop". In short, there is no blur node, and you are…
Thanks for the replies, guys. I switched to using .psd files. Textures look a bit little better now. Also switched streaming poolside to 4096. One quick question, if I make a modification to the engine using the console log. Like say I add r. tonemapper film using the console log. Do I have to add these modification…