@Apocrs1980 So, basically, rather than plugging the thickness map into the opacity output and the subsurface color into subsurface, I should just LERP the two colors into the base color output using the thickness map as a mask? Gonna try right away! ^o^ And I'll get rid of the height map. =0
@Apocrs1980 You think your method to make grass would work with wide open worlds with free movement cameras too? I mean, I've read some tutorials about your same method, separate cards for separate strands to minimize overdraw, but my grass has literally hundreds of strands in the bundle, it's very dense, do you think it…
I've attached a couple of screenshots to answer Bajwa, could you look at them and tell me what you think might be improved? Also, you said "try to use alpha cutout over alpha whenever possible"; what do you mean with "alpha cutout"? Right now I'm using an alpha map, as the opacity mask, that is a separate file from the…
@Apocrs1980 Not exactly, let's just say they're happy with what you see in the screenshots. Lush green. Seriously, I've seen Fortnite, my stuff looks way less like a Playmobil toy. =0 Now that I think of it, I have a couple of questions about the foliage shader: .- I've tried to use the thickness map plugged into the…