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Pixelchaser

Well-Known Member
its coming together nicely too. other than aligning the planes with hillside vectors I don't know what to do with the grass on the hillsides, and I don't want diagonal planes with grass that appears to grow to the side :lol:.
 

luchian

Administrator
Staff member
I know that you also have an eye for screenshots, but these look really really good. Everything is coherent, I love that.
Now if only someone would go along and finish modeling some pedestrian passage.. :D

Sent from my phone using Tapatalk
 

Pixelchaser

Well-Known Member
:lol: you know me well luchian. everything that's bad is definitely hidden in these shots :)

I always knew the grass would mean a graphics overhaul on the satellite though.
 

luchian

Administrator
Staff member
Hahaha, well, I like it nonetheless.
Otherwise, if everything goes well, I should be friends with time again in about 1 week.. but then again, I have said that so many times that even I find it hard to believe. We'll see. The good news is that the will to do stuff is still present :).
 

Pixelchaser

Well-Known Member
my shots were just me being happy to have layed the grass. it was a 2 days job, 20 hours at least. still many conundrums to figure out though, I like tall grass, but that there is around 20 cm, either I have even more grass to accommodate a 10cm grass height, or I stay with 20cm, conundrum is, the higher it gets the more whack it looks when it joins to the track. but otherwise its imprecievable how tall it is, and as we are using so much resource for it, it might as well be a feature graphically used as much as possible. I love just how it softens everything and all the other straight lines from other objects. so I'm going to do some grass wall textures gradually getting higher inwards to the 20cm, that way you can keep the high grass but it wont appear tall with any drop off.
 

Pixelchaser

Well-Known Member
i had to create a new layer from the scenery to place the 3D grass. and as my mask makes some quite radical scenery variation, the same 3D grass wouldn't work over it, so I'm poly chopping the grass distribution layers so that I can have different grass over the variation too. probably another 20 hours work painting the blue polys out for separation :lol:. will all be worth it instead of simplifying the base textures.

 

Pixelchaser

Well-Known Member
using a function called bitmap selectin 3ds max I'm able to create a selection tool based on information on the mask channel I use ingame, this means the grass can match the variation on the base texture.

the bitmap select only selects polys with blue, the on this layer I use scatter to distribute only on those patches etc.


result of first style of grass, the patches you see will be filled in with different grass.... using patches of grass at 100m x 100m
 
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luchian

Administrator
Staff member
Very interesting approach :). Does it worth it ingame ?
Actually speaking about it, is 3d grass better than a perfect grass texture (with some NM maybe) ?

I am thinking at iRacing, for comparison.
 

Pixelchaser

Well-Known Member
well its just different patches of grass. lilski has it on his tracks, its subtle, I plan on it not being as subtle and be noticeable given theres over a million polys of investment. but even at its most subtle it does add a lot. but that's another opinion on how to do it. anyway john touched on an old method I was tinkering with the viariation channel so if we can get it to work that would be better than creating custom patches.
 

Johnr777

Moderator
Yeah, the variation texture mapping is very simple, so simple that I think it can do the job, but it will take some photoshop warping and distorting of the actual texture to make it all fit in place. Would be cool to repurpose that shader!
 
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