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Terrain Blending Tool (based on Star Wars: Battlefront)

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  • replied
    Originally posted by enriquemop View Post
    Any update on this?
    I am afraid the creator went AWOL, there is an asset on the market that does similar stuff

    Its under name blending rocks or something around that

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  • replied
    Any update on this?

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  • replied
    I am very sorry for necroing the thread, but i stumbled upon a problem i can't overcome by myself sadly. I am now working on my landscape material (more like learning how to do stuff ) and i wanted to implement the meshes to blend with the terrain. I tried multiple approaches mentioned in this thread, sadly i havent achieved any good results. I am sure i do something wrong, but i can not figure out what, so perhaps here someone will be more knowledgable and kind enough to help my poor soul .

    So basically i followed the advices to move all my landscape related stuff to the MF, so i did that. Here is the glimpse (Photo1) of the material. The material itself contains 6 layers. First layer is alpha blend layer (read that this is a trick to avoid issues with more layers) and the additional one is the puddle layer for painting puddles on the ground.

    Now second thing was to make a blend function, i more or less copy pasted the stuff from here (Photo2)

    And used it in the rock material. So i took an approach mentioned here to call the landscape material function and interpolate the textures (Photo3), but the results are that it does not pick up the layer the mesh is sitting on and the actual blend is black (Photo4).

    I would be very thankful for help or at least pointing me on the right path . Thanks!














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  • replied
    Originally posted by LuzariusLive View Post
    Can this be baked as to avoid a performance hit?
    I think that baking this out would potentially be more of a performance hit. Imagine you had 100 rocks in a scene and you baked them all out with their own individual blended texture, that's suddenly 100 more textures in the scene. In a scene with lots of different items (trees, rocks, etc) using this, it could get ridiculous really quickly.

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  • replied
    Can this be baked as to avoid a performance hit? Like once you put the rock where you want it, you bake out the final result? It would be great if Unreal Engine had a feature like this that auto bakes mesh into terrain to have the effect you achieved.

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  • replied
    Just started working on the normal adjustments bit, so I'll be sure to post my results soon if I make any headway.

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  • replied
    Any news on this?

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  • replied
    Originally posted by Rgiz View Post
    Guys, here guys, dont need wait
    Author Artstation
    https://gumroad.com/l/BVVFy

    <3
    On polycount they mentioned that the artist above is using a different technique that isn't as effective unfortunately. Would love an update if you're around OlmoPotums

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  • replied
    Originally posted by Rgiz View Post
    Guys, here guys, dont need wait
    Author Artstation
    https://gumroad.com/l/BVVFy

    <3
    Were you able to get it to work? I think I am close to having it look good but I'm getting transparency as seen here:
    Click image for larger version

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    And then it sort of fixes after I build but I am left with this odd masking that is reflective and grows depending on the distance you look at it. Wonder what I'm doing wrong.
    Click image for larger version

Name:	blend2.jpg
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ID:	1130872
    Last edited by Deathcheater; 07-10-2017, 01:58 AM.

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  • replied
    guys,

    could somebody that has more experience with materials please put together an example file? the textures are missing obviously, so it is hard to replicate for me.

    thank you!

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  • replied
    the assets are working fine if you simply add them to your project Folder

    Click image for larger version

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ID:	1129948
    Last edited by duffte; 06-20-2017, 07:48 AM.

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  • replied
    So did this end up being a white elephant or what?

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  • replied
    Hi! How to set material up? I'm very appreciate what you have done)

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  • replied
    Originally posted by Nofear169 View Post
    guys this doesn't work... it is a uasset. uassets can't be imported without a uproject to open it with... so that's a bummer. I gave $5, but got nothing
    Have you tried just copying it into a Content folder of an existing project? I see no reason why that shouldn't work.

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  • replied
    Looks great!

    How about the release? Would love to take a look at how you set this up!

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