Procedural grass

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Capostrophic
Posts: 689
Joined: 22 Feb 2016, 20:32

Re: Procedural grass

Post by Capostrophic » 10 Feb 2019, 12:57

1. Support for Glow in the Dahrk-compatible meshes is already in master.
2. It's not related to additive blending or terrain at all.

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wareya
Posts: 338
Joined: 09 May 2015, 13:07

Re: Procedural grass

Post by wareya » 10 Feb 2019, 21:16

Yeah, specifically having meshes change depending on environmental conditions is already a thing.

But in the specific case that you want to make the terrain textures change with the weather, and you want them to fade gradually instead of popping in, then having additive terrain texture blending makes it a lot easier to implement. That's what Ravenwing was asking about that I was responding to. It looks like the wires got crossed somewhere.
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

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