![]() That is pure empirics and have very vague connection to real world physics!The mud pixel shader itself is nothing fancy, and it simply blends few diffuse textures based on the normal which it derives from the heightfield data.Now let’s get to some more interesting stuff… WHEEL TRACKSLet’s take another game screenshot and see what steps are involved in rendering wheel tracks:Wheel tracks are rendered after terrain and most of the environment. ![]() So by then we already have screen normals and “wheel tracks screen mask” (masks portion of the screen, on top of which tracks shouldn’t be rendered), additionally to Z buffer or course. The mesh itself is a simple series of trapezes that follow the path of a wheel. ![]()
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