I had a quick look and it doesn't seem to be doing anything too weird - it is complicated but most of the complexity comes from there being a lot of input maps and parameters rather than it doing anything magical. without spending ages looking at it I think what happens is... They generate a texture (data texture) with a…
Namely Height, UV and index. Does anyone know how to do it properly ? Or at least on what principles? Bits masking or something maybe? I am trying to do it for FX map in 32 bit mode. Something similar to what available for shape splatter in which pixel processors I couldn't understand a thing so it looks easier to invent…
How do you think they did it in Shape splatter? Main principles? I mean UV gradients and index coming from scattered/splattered things . I tried to learn from it many times but still have no clue. Lots of pixel processors I couldn't even comprehend what they do.
Thank you very much poopipe. Although I still don't understand how they manage to blend my cubes one by one. My guess using some sort of list or indices maybe, the blending itself of all 4 RGBAs at once through if else and height boolean is perfectly clear now. Your are right , the masking kind of free that way. Also I am…
Thanks a lot poopipe. But my issue not with exactly generating UV but rather how they make UVs following the height blend . For example I have cubes intersecting each other through Max (lighter) blending . From your explanation it looks like they generate small UV pictures for cubes but how they later make them mask each…