New foundational material layer system

Jun 14, 2023 8:42 PM

Generally: a set of maths to offer pattern-randomization over triplanar mapping at a minimum of texture samples.

The layer tech works very well with landscapes and meshes to eliminate tiling in 3axis. Also works well w/seamless RVT-blending. Being able to pass that Ambient Occlusion really sells it IMHO...

Pattern randomization even over large-scale distances.

For the landscape -> RVT.

Can carry BaseColor, Specular, Roughness, Normal, AmbientOcclusion (over Mask), as well as randomization in deformation.

Metal would be nice but it can be added in the heightmesh... :-(

VERY CHEAP for what you would otherwise need.

The bumplies

On a mesh, the material is very-cheap for a single layer, and UV's can be conserved/recycled for additional layers.

stygmire

ue4

indie_game

unreal_engine_4

gamedev

I always like terraforming more than I'm actually any good at it.

2 years ago | Likes 1 Dislikes 0

The ONE drawback seems to be that since the vertices of the landscape tessellate (reduce in complexity) over distance, the wall-mapping (XZ/YZ projection) is mucked up a bit until you get closer and the vertices fill back in.

One can see this in the large-scale views if you check out the sides of the mountains. MIGHT have a fix..will be back... Otherwise, those things can be blended out over distance, covered up with meshes, etc...

2 years ago | Likes 3 Dislikes 0