In blender I was able to procedurally generate a heightmap with distorted noise and then render it to a 4096x4096 PNG file. This is something I’ve been working on recently, first I tried World Machine but I wasn’t able to achieve the look I wanted so I switched to Blender. I’ll do some more testing in 4.13 and then post a bug report on answerhub. Yeah, I tried copying that image but it just gets rid of all the tesselation without improving the FPS at all. Anyway, this should work in 4.12.x just use it for the time being. I’ll update my engine soon to be 4.13 so i can test this on a landscape but if you see there’s a bug that you can reproduce in 4.13 maybe you should open a file on the answerhub to report the error. Imagine a radial gradient fade which will be applied on the landscape around the camera. Since the calculus use the current camera’s world position the nearby triangles around the camera will be split up using a high Tesselation Multiplier, and in the distance this TMultiplier goes down to 0, where no tesselation will happen. The important part is the Tesselation Multiplier connection, which tells the rendering pipeline how much the triangles have to be tesselated. John Alcatraz reply had this image on the answerhub:
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