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Re: What are you working on? [Re: txesmi] #472928
05/30/18 11:03
05/30/18 11:03
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
@Emre: You should turn down the shininess/ specular on some objects IMO, esp. on the stones near the water.
Additionally, those stones lack some sort of transition or blending into the sand. You could blend for example into a sand texture based on the stone's y-normal, preferably not with a direct blend (that looks like an alpha blend) but with some sort of irregular dirt mask as a multiplicator for the blend value.
Have a look at the following references I took some time ago:







"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #472929
05/30/18 11:41
05/30/18 11:41
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Turkey, Izmir
Wow! Thank you for waking me up, Felix. That's the real detail. I will try it immediately. I hope i can achive that. Will be awesome!

Re: What are you working on? [Re: Emre] #472931
05/30/18 20:24
05/30/18 20:24
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Posts: 619
Turkey, Izmir
Damn it's too hard. i know this is not exactly what you said but all i can do is this for now. Still working on it. God i wish i was a good developer with good english. Sometimes i can't understand programing language. it can be difficult to find the right method. I feel myself trying to describe an elephant in a dark room. I mean... like these guys.



edit: Okay i think this is better now:

Last edited by Emre; 05/30/18 21:43. Reason: second picture
Re: What are you working on? [Re: Emre] #472932
05/31/18 06:16
05/31/18 06:16
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
Much better!
However, sand is not transparent and this is why the transition looks a little strange or game-y.
You could sample another rough texture now and multiply your blend factor variable by it (one channel) or probably better, subtract it, like this:

Code:
blendFac = what you currently have, maybe times;
float warpFac = tex2D(warpSampler, InTex).x;
blendFac = saturate((blendFac-warpFac)*10); // try different values here
float4 color = lerp(sand,stone,blendFac);



"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #472934
05/31/18 09:19
05/31/18 09:19
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Posts: 1,337
Hiporope and its pain
@Emre
May be something like a single entity of a bunch of rocks scattered on the Z=0 plane that has their center XY offsets saved in the secondary UV coord set. Each copy of the entity has its own rotation matrix so each rock can be rotated around each own center but all together on each entity. A scalation of the down vertices in reference to its height expands the mesh and can look half-buried. If you use the same texture, orientation and size of the ground texture into the down part of the rock entity, it will look fully merged.



*edited

A XY offset of the down part in reference to its height could emulate an orientated accumulation like in slopes or the effect of wind.



When the gradient is 0:rock <> 1:ground, multiplying the ground color by the gradient could be a good looking effect.

Last edited by txesmi; 05/31/18 09:54.
Re: What are you working on? [Re: txesmi] #472937
05/31/18 10:20
05/31/18 10:20
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Turkey, Izmir
Wow! You guys are awesome!

@Superku: That did the trick! Thank you! There are still some problems but i think I will overcome them.

@txesmi; Your method exceed my abilities a bit. But maybe I can learn something new, while trying to do it. So i will try your method. Thank you so much!

Re: What are you working on? [Re: Emre] #472949
06/01/18 14:08
06/01/18 14:08
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Posts: 1,337
Hiporope and its pain
@Emre
I did some test and it really works with ico-ellipsoids only frown


Re: What are you working on? [Re: txesmi] #472954
06/01/18 20:33
06/01/18 20:33
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Turkey, Izmir
You are so creative person/programmer.The result is looks exactly what we are talking about. I will try it when I go home.

Re: What are you working on? [Re: Emre] #472959
06/02/18 13:38
06/02/18 13:38
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Posts: 1,337
Hiporope and its pain
Thanks laugh

Here goes the whole thing:


DOWNLOAD


Enjoy!

Re: What are you working on? [Re: txesmi] #472961
06/02/18 18:15
06/02/18 18:15
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Joined: Jul 2007
Posts: 619
Turkey, Izmir
Thank you! When i examined your codes, i realized that i could never achieve that alone. Thank you again for sharing.

Btw there was aproblem about rock.fx.



I just changed matWorld with matTexture then i got the result.


Everythings really works fine and wonderful!

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