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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

Фото профиля Max Rovensky
Max Rovensky2 лет назад

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

Фото профиля Oğuz Kaan ÇOMOĞLU
Oğuz Kaan ÇOMOĞLU2 лет назад

wow it's really mesmerizing 🙂 great job

Фото профиля Kacper Szwajka
Kacper Szwajka2 лет назад

Thanks! Appreciate that 😊

Фото профиля Domen Rostohar
Domen Rostohar2 лет назад

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?

Фото профиля Kacper Szwajka
Kacper Szwajka2 лет назад

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

Фото профиля alejandro
alejandro2 лет назад

awesome work

Фото профиля Iron Tarkus
Iron Tarkus2 лет назад

This looks great! You just gave me an idea

Фото профиля Kacper Szwajka
Kacper Szwajka2 лет назад

Glad to inspire! 🙂

Фото профиля digimbyte 💙
digimbyte 💙2 лет назад

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

Фото профиля digimbyte 💙
digimbyte 💙2 лет назад

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

Фото профиля Kacper Szwajka
Kacper Szwajka2 лет назад

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

Фото профиля digimbyte 💙
digimbyte 💙2 лет назад

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

Фото профиля Kacper Szwajka
Kacper Szwajka2 лет назад

You mean another overlapping terrain ?

Фото профиля digimbyte 💙
digimbyte 💙2 лет назад

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

Фото профиля Dylon Rundel
Dylon Rundel2 лет назад

I can make ya some rocks

Фото профиля RealityBeholder (STANDBOX GAME)
RealityBeholder (STANDBOX GAME)2 лет назад

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?

Фото профиля Kacper Szwajka
Kacper Szwajka2 лет назад

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

Фото профиля Kacper Szwajka
Kacper Szwajka2 лет назад

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

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