Hey Choco, Thanks for the detailed explanation! Nice! I've been hoping that perhaps you have managed to find a way to reference the landscape layers in another material but this appears to be a great workaround. At first I thought this approach would limit you to not being able to modify the terrain once foliage had been…
which material editor functions do You use to generate the normalmaps? i've been working on a shader based on this tutorial: http://udn.epicgames.com/Three/DevelopmentKitGemsDynamicNormalMap.html but it seems like this way is very heavy on instructions. NVM i've found it.
I did some playing around and you can get a similar effect using the in-built functionality of Photoshop. Hit Ctrl+F a couple more times to accentuate the effect and possibly add an Unsharp Mask too. I hope that helps :) Edit: You can also make the edges sharper with a DryBrush filter set to Brush Size 10, Brush Detail 10,…
Thanks, making the grass pick up the terrain colour works only if your terrain has a basic colour map which is overlayed on top of tiled detail textures (erosion flow+AO+cavity+colour). I use that colour map on the grass blades and make them blend with the terrain automatically. Here is how its setup in the material editor…
I've been doing some testing lately : - I've implemented custom lighting model for meshes and terrain in order to get consistent shading when using static meshes on terrain : you can hardly make the difference between terrain and rock models. - Added Rim lighting to meshes and terrain : this seems to add a lot to the scene…