
For instance, there you have a fairly small diffuse and normal making the general shape and color but then you have a very fine normal tiled over it that it only visible up close.
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To be fair, it's a little bit crazy. This type of thing is not impossible to make work in games, but it's not trivial either. You generally don't want to use an entirely new shader for only one aspect of your project rendering... although they are constantly making exceptions to that for water, so meh...PicassoCT wrote:yep.. but well.. there is a reason for grass to use the furshadder +highdetail indiv grass for the border patches..
little ironic side story.. years ago..i requested spring using some sort of dynamic texture to simulate grass- now that i have read into the fure-shadder.. i understand.. that this is actually the thing this one does.. just dots.. generated, colourgardient over it.. and there you are..
brofist with the one feature request of all the featurerequests in the past which wasnt nuts!
http://matrep.parastudios.de/index.php? ... stic-grass