there are a couple reasons, instead of having a rock diffuse with no moss, and a rock diffuse with moss, you could easily use a smaller tileable moss texture and save some memory. but the texture saving thing wasnt the point of that shader idea, it allows you to get a lot more out of a single asset instead of having to…
There's one trick that you might want to apply to your rocks to make them pop out more. Take your normal map, desaturate it and apply a high-pass filter in PS. Then, adjust levels (bring the midtone slider closer to hightone slider) until you have a strong contrast between the dark tones and bright tones which correspond…
Feanix, try adding the banding to both the diffuse and the alpha channel then to get the greatest effect. And I meant to use geometry for the water dripping down the rocks on the far left not the right. The ones you just added in recently.
It's looking good so fra :) Echoing uppying the wetness of the rocks though, take a look at Epics GDC 10 map and look at the rocks with the waterfall. Notice it has a dry area and a wet area, try incorporating something similar to that on your scene (making areas that would get sputtered more by water wetter and areas that…
Hmmm... yeah your textures look almost the same as the changes I made so any chance I can see it in motion? Another idea might be to also adjust the alpha transparency so that its not as solidly consistent in all places. Sort of how Jocose was suggesting bands of value change with the mist... I use the same effect on light…