Frank Skilton wrote:Eric, how about including some terrain pallete material files (pre-exported .mtl files) like the ones you have for water etc. I know you can open the terrain tutorial world and export the terrain shader out yourself, but you know, it's the little things that make a difference.
Frank Skilton wrote:Regarding detail textures, I haven't tried yet but I can't imagine it would be too difficult to add that feature in via the shader editor. One problem that I can forsee though is that you can't adjust the scale of individual textures, every texture in the shader is affected. Any plans on official support for detail textures?
dwalther2 wrote:I've read the creation of pallette article in the wiki. My question is: What if you have just one each of the texture, normal and specular textures? If these textures are 2048^2 , then I assume each of these is brought in through the create pallette tick when importing. However, when I tried that, the cmd console said they were'nt the right size?
dwalther2 wrote:Also, I noticed when looking at the example, it shows one single texture block in the shader editor tied to the multiply block. How does this come about?
dwalther2 wrote:Finally, when you import the texture blocks into the pallette, how do you design a new shader. They come into the pallette but the wiki doesn't explain what to do from there. Sorry for being such a confused newcomer, but as I said in a previous post, things are'nt as clear to me as they might be to someone who has worked with the engine for a while.
Eric Lengyel wrote:To get you started with the terrain shader itself, you can import the sample material from Data/Tutorial/material/Terrain.mat.
Twisted Helix wrote:I notice that in the S value for the tex coords you have a value of 0.0625 set ... is this something to do with the 16x16 voxel cube .. ie the S coordinate is stretched to 16 times to cover the block now that the painting is per voxel ? If so why not the T coord ? When importing my terrain palette which was set to 1024 x (9 * 1024) I got the top two terrains halving the material manager box (and the terrain when created) when I had both S and T texcoords set to 1.0 ... setting both to 0.5 seems to give me the right result ... but I am curious as to what is going on here ?
Twisted Helix wrote:Is there any way to get different tex coords affecting the two textures that blend in the terrain panel ?
Twisted Helix wrote:Is there any way to derive the world position of the vertex a shader is operating on within the shader editor ?
JamesMK wrote:On a tangent note, will there be a way to expose the vertex ambient occlusion in a shader node as well?
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