Global Color/Normal Map on Terrain
I was wondering if there was a way to get a global color and normal maps on your terrain. I am going to use a splat for texture placement. But in my terrain pipelines for cryEngine, and Unity a global colormap and normalmap can be used on top of the textures, especially for far distance renderings. Is there any documentation of 3rd part tutorials that show how this can be achieved. I use world machine to extract all my maps.
asked Jul 11 '14 at 10:20 PM in Rendering
The way I did this was: 1) Overlaying the color map using a Blend_Overlay node in the material editor for the color map. 2)For the normal map, you can either Overlay (doesn't always have great results) or component mask the tiling texture's RB channels and add them to your big normal map.
You can create a material instance to control the strength of blends.
Here I have a poor example showing how the normal map blends (no color map example because I was using grayscale detail maps for this) Top with, bottom without.
answered Jul 12 '14 at 12:38 AM
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