Detail Materials
Adding Detail Materials
Detail materials (up to 4 per surface), that appear across the terrain, introduce high-detail variations of the basic terrain. With detail materials it is possible to create grass, rocks, small pebbles, etc. If using only a diffuse texture, the result may appear blurry when the camera is close to the terrain surface. The visually pleasing way out is to combine the diffuse texture with the tiled material textures that grant fine resolution from close by. The mask texture controls if a detail material is rendered visible in a given location.
Mask for Detail Materials
The mask can define the visibility of four materials at maximum, because each channel of the mask (red, green, blue and alpha) is mapped to the material index (the 1st, the 2nd, the 3rd and the 4th material in the list, respectively).
- If the value of the mask channel is 1, terrain texel is colored only with a material
- If the mask value is 0, the pure diffuse color is rendered and no material is visible at all
- The values are in between blend material and diffuse colors together
Materials should be added in a proper order before importing a mask. However, the order of detail materials can be later changed for each surface in the Surfaces tab. When the material is removed, all the next following materials move up in the list and take locations of the deleted one when applying the mask.
Creating Detail Materials (2 Modes)
There are two possible approaches when it comes to coloring of the terrain.
Overlay materials | When detail materials are rendered in Overlay mode, the colors of the surface and detail material diffuse textures are blended. For example, this mode allows to create grass or dirt with unique coloring across the terrain. Grass in each location differs as diffuse colors of the terrain contribute to the rendered result.
Overlay materials (blended)
For Overlay detail materials, recommendations are as follows:
resulting_color = diffuse_color + (detail_color * 2 - 1) * detail_scale |
||||||||
---|---|---|---|---|---|---|---|---|---|
Overlap materials | Overlap mode for detail materials is simply for drawing them atop of terrain (without blending). Unlike Overlay, this mode to render detail without any color alternation, for example, flowers, stones, etc.
Overlap materials (non-blended, with alpha)
|
Detail Material Options
Each detail material is represented with two textures: diffuse and normal map. The following options are available:
Name | The name of the detail material. | ||||
---|---|---|---|---|---|
Detail | Rendering mode for the detail material: | ||||
Transform | Coordinates transformations material textures (diffuse texture together with a normal map):
|
||||
Value | This parameter is available only in Overlap mode. It controls the visibility of detail material according to the mask:
|
||||
Threshold | This parameter is available only in Overlap mode. It controls how smooth the detail material becomes visible. For that, detail material is blended with the diffuse texture or other detail materials underneath it.
|
||||
Diffuse | Diffuse texture for the detail diffuse texture. | ||||
Diffuse Scale | Diffuse Scale controls color intensity of the detail diffuse texture.
|
||||
Normal | Normal map for the detail diffuse texture. | ||||
Normal Scale | Normal Scale controls visibility of the detail normal map, i.e. the intensity of lighting according to the normal map. |