Hey again! So, since I am not much of a video person I am just gonna post some graphs. My mastershader looks like a complete clusterf*ck, so I am gonna isolate the parts that are relevant to the moss, otherwise it will be too messy :P I am going to assume some basic knowledge of Unreal and SD for this. Otherwise there are…
NEW UPDATE: So these are the final shots that I decided on, they are not perfect but they each have something that I liked and decided to keep :) Could keep on tweaking for ages but at some point you just have to say "when in rome" :P Moving on to the next scene, which I think will be a sunset/sunrise.…
Absolutely, ill put up a breakdown of it when I get the time :) Haven't had any time to work on this for a few weeks now, but I hope that will change now that summer is soon coming to an end :) Thanks everyone :)
Thank you! :) Hmm, It might be a tad to green yes, but alot of the green you see is coming from the LPV i use for realtime GI, still need to tweak that to a reasonable level I guess :) Ill have a look at the bark tonight!
Thanks :) ah it's really just a fresnel calculation put into a material function. It brightens glancing angles based in the surface normal and darkens surfaces directly facing the camera. Simulating the fuzzy look of moss. There is a premade node for it in Unreal, but its real easy to make yourself as well if you want to…
Looks fantastic @PixelGoat! This is really making me want to get into photogrammetry. Not sure I entirely agree. I think this comes down to artistic intention. One of the things I notice when in the woods is how similar the colors are. A level designer, for example, could use choose to keep the natural elements within a…
You know, its funny how color blind you get when working on something alone for an extended amount of time. I didn't even think about the greenish tint before you pointed it out. But now it's so damn obvious haha :) It is indeed coming from the ghetto-GI that is LPV, you can see it clearly in the lighting shot above.…