werner.poetzelberger Posted June 19, 2020 Share Posted June 19, 2020 (edited) I know how to design a 4 Num Texture for normal grass. Does a 4 Num Textures - Texture look the same for an Impostor Grass Object? Phi Theta set to 1 in the Material? Btw. Can you pleas elaborate a bit the differences Grass - Impostor Grass objects. I want to use the impostor grass for High grass cover. I guess its so much better as it has many more shading possibilities. The regular grass is really unsophisticated in shading terms. I am finding it very hard to bring the regular grass together with other objects, as the shading differs soo much. So would you say, that the impostor grass is the 'better' grass method? best.w. Edited June 19, 2020 by werner.poetzelberger Link to comment
silent Posted June 22, 2020 Share Posted June 22, 2020 Hi Werner, The textures between grass and imposter grass are not compatible. The imposter grass material has slightly better shading for sure. Did you have a chance to check the Foxhole demo (it should be available in Engineering editions)? It's quite big, but you can take a look how the forest and grass are made here. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted June 22, 2020 Author Share Posted June 22, 2020 (edited) Its a bit big. uhm Is it possible to just see the Textures for a Impostor Grass? Best.w. Edited June 22, 2020 by werner.poetzelberger Link to comment
silent Posted June 22, 2020 Share Posted June 22, 2020 You can bake impostors directly inside Editor and see which textures are being generated: https://developer.unigine.com/en/docs/2.11/editor2/tools/impostors_creator/ Or what kind of textures do you want to see? How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted June 22, 2020 Author Share Posted June 22, 2020 (edited) I know the impostor textures and how to bake them. But grass is different. As it uses a 4x4 tiled texture for the variations and the mask channels. An impostor texture basically does the same x,y raster for phi and theta. So I was wondering, how to design a grass texture for a 4x4 variation (channels) texture but as impostors (As the impostor is choosing the x,y or phi theta according to the angle). So it has to be some kind of 3D texture, when I want to use variations and the impostor effect (angle change). I dont want to use the angle behavior anyway, but I guess I am thinking too complicated. I use a 1x4 texture (x,y) now as for the regular grass with Phi 1 and Theta 4 in the material and a NumTExture setting 1. Which does work in a way. Edited June 22, 2020 by werner.poetzelberger Link to comment
silent Posted June 22, 2020 Share Posted June 22, 2020 I would strongly recommend to download the Foxhole demo (I know it's big) :) As far as I know from our artists research the best results relatively easy to achieve with regular meshes, any other 2D replacement (impostors, billboards) will always look worse. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted June 22, 2020 Author Share Posted June 22, 2020 Okay. I will do. Thank you! Link to comment
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