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Big update on the Environment

Work In Progress / 27 November 2019

Had a couple of hours today and got a bunch of stuff done! Blocked out some cliffs with some scanned data, did a quick zbrush sculpt for a merger, baked a mask and normals for the material blending in the shader and added some additional stuff like a custom triplanar in the master shader, detail normals for the mergers and camera divided texture sizes on the terrain layers for better readability far away. 

Overall I think I got some good angles but the large cliffs look pretty garbage right now, might do a quick sculpt pass on that too and blend with the scanned textures like I did with the merger. I def need some more readability on those silhouttes. 




  After Kupsers comment (sadly couldn't add images in the comments):

Current Normal blending, not very pretty normal info, looks veiny. I want the wispy sand look instead. Thought I'd do a new info pass in Houdini to get better slope informaiton :) ....oooor (next image)


Maybe blending in these normals in the terrain from www.textures.com based on a baked mask or something.


I could use fake cloud shadows or ambient FX with moving wispy sand to break up the terrain, but I'm guessing the latter won't fit well with a beach because of how the sand would be packed so close to the ocean.