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#1
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Hi,
I will give it a try. I didn't modify the shader to remove the brightness effects because I happen to like it. But, for the openday we used blend option as I didn't have enough time to fix the texture tiling problem. I'll give this one a try. I gave the could plane a try some months ago, it looked great but doesn't suit with my mars. I was looking for more... glommy cloud to give distress feeling. I got this idea of animated layered fog from www.garagegames.com forum, as I happen to be an owner of Torque SDK. Here's the link of fractal animated cloud, which I believe also suitable for low laying animated fog. http://www.garagegames.com/index.php...=view&qid=3525 you do not need to create account to view this link, this resource is public. Thank you for help, can't wait to see what you guys will have on the actual final release ![]() Regards, Iwan |
#2
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@ Farshizzo;
In order to reduce the intensity of texture on terrain, I decreased the brightness of the detail texture, without modifying the shader at all. Also, a "proper" seamless texture for detail, decreases the ugly looking tiles on terrain greatly. The fog definitely gives more depth to the scene. I attached the latest screenshots of your shader implementation ![]() Regards, Iwan |
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