This week, I have been tackling a multitude of procedural generation.
Including:
- Blueprints
- Texturing generation based on height
- Impostors
- Background mountains
- Basic lighting
Here is a shot of my terrain where I have created a material that applies certain textures based on height.
Using this method of terrain texturing saves me countless hours hand painting certain parts of my valley. It also provides a more natural texturing application as opposed to hand painted.
I also figured out my latitude problem with the mass foliage blueprint. As you can see here I have generated a more natural looking space with this particular pluprint.
However, as expected having so many trees takes up a lot of ram and slows the project down immensely.
It is here that I have started to change the mass placed assets into impostors. Which shrink the processing power immensely by creating a "fake" iteration of the asset when viewed from father away.
Although I am halfway through the process of creating imposters, I aim to have everything working in that area by the end of the week. (Here is a shot of some seagulls)
I also had a little play with some basic lighting techniques. For now how the environment is illuminated is a good placeholder for now.