1 |
[quote]I was just trying stuff. Edge detection will require a lot of changes. Texture is stretched to avoid seams. [/quote]
|
1 |
[quote]I was just trying stuff. Edge detection will require a lot of changes. Texture is stretched to avoid seams. [/quote]
|
2 |
Indeed.
It's
just
that
i
think
it
will
be
much
fitting
with
these.
|
2 |
Indeed.
It's
just
that
i
think
it
will
be
much
fitting
with
these.
Primarily,
i
think
that
the
difference
in
texture
frequency
between
both
the
current
lava
and
the
lavas
you
tested
is
what's
the
worst
part
of
it.
|
3 |
\n
|
3 |
\n
|
4 |
The stretching/tiling issue i think can be fixed by increasing noise frequency in the shader. Edge-detect highlighting will require a more significant modification, but i think it can be done without any true edge detect - just run a lowpass on the heightmap, then blur, then multiply.
|
4 |
The stretching/tiling issue i think can be fixed by increasing noise frequency in the shader. Edge-detect highlighting will require a more significant modification, but i think it can be done without any true edge detect - just run a lowpass on the heightmap, then blur, then multiply.
|
|
|
5 |
\n
|
|
|
6 |
(I wonder if lava can be made to play well with map or even dynamic lighting...)
|