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One more example showing the workflow with projected meshes height. Now need proper rock models cause these are just pebbles scaled 1000x times #unity3d
27,175 просмотров • 2 лет назад •via X (Twitter)
Комментарии: 18

@thekitze look at the visual tooling they have, but Framer is definitely still not ready for production amirite

wow it's really mesmerizing 🙂 great job

Thanks! Appreciate that 😊

how do you control at which point you stop projecting the terrain onto the pebble so you get the nice rounded cliffs with no rogue triangles cutting it?

Just blur the original projected stone. I`m doing it using depth texture mips.

awesome work

This looks great! You just gave me an idea

Glad to inspire! 🙂

I need to buy this, I need this. this is superior to voxel terrain

curious, have you figured out to do overpasses or caves?

I haven`t 😅. This would probably require custom meshes without projecting them + holes in terrain

what if there was a sub-terrain that's flipped?

You mean another overlapping terrain ?

Yeah, I see a grid system in place, it might be possible to flip the stamp offset system to allow underpass or overhangs, like a land bridge or tunnel

I can make ya some rocks

Is it just for convenience during prototyping but you need to convert it later on, or is it actually performance-efficient and can be published without further modifications?

Hard to say now. Need to do more tests with bigger maps etc. For now 75% of this is used for baked/offline content and all run-time modification are design to work in editor for realtime preview

I use same logic to do in game terrain modification but usually they are much simpler and I`m not computing whole terrain pipeline
