Kai wrote:In Farcry the gras decals are quite desaturated and somewhat strange colored, more like my lower version, but i can not say for sure which version is better. The Farcry gras decal i inspected looked quite ugly with any 2d viewer, but very well within the engine ..
I think I know why grass should look somewhat "gray": The key idea here is to have grass that is very very similar in color to the underlying base texture of the terrain. This is very important to create the impression that the terrain and the grass are in fact "one body". It is also very important to be able to fade out the grass in the distance without giving the impression that the terrain color changes.
Both is achieved by "lightmapping" the gras. That is, the color of the terrain where the root of the grass is is looked up, and then the entire gras brush is multiplied with that color. Therefore, Gras can and probably should even be black/white (grayscale) images!
Color variations are possible for certain effects (small blossoms), just as sometimes detail-maps have color when they in fact should be grayscale only.
So i hope Carsten experiments with both version and maybe multiple rendermodes, just to get an idea what the result may look like.
Sure as hell!!
Addition:
I wonder why there is a tile pattern on the water anyway ?
Water is just made of a plain color (tint) and small or big waves including reflection /refraction. Is the cause of those pattern a bump / reflection-displace texture ? Or do you use a diffuse texure on the water ?
If so, just drop it !
Yes, the water is a combination of a diffuse-map and two animated normal-maps, plus the skydome for reflection. The diffusemap is quite nice, but I'll try to "fix" it with the high-pass filter methods we discussed earlier. Also remember that the water is animted - which looks a
lot better than the still screenshot anyway. But in any case you're right, I'll do my best to remove the tiling.
Addition 2nd:
Oh i found out that you really added a diffuse, please drop this ! there is no need for a diffuse, as this cause tiling when far away with the cam and distortion is less visible.
Well, but when looked at close up, I think dropping the diffuse looks worse... but no problem, I can experiment and then we'll compare the individual setups.
I would also like to make the water a little more translucent again, which helps to better present the Fresnel effect.