Procedural texturing: Difference between revisions

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Both rotation and overlay can be combined. Neither of the effects is compatible with patterns of random trees of buildings created by placement masks, as these are used at tile loading time and can not be changed runtime like shader effects.
Both rotation and overlay can be combined. Neither of the effects is compatible with patterns of random trees of buildings created by placement masks, as these are used at tile loading time and can not be changed runtime like shader effects.
=== The rock effect ===
Specifically for rock, a completely procedural scheme to generate various types of rock structures is available. Since this is computationally about on par with the overlay texture schemes for generic terrain, it activates only at highest rendering quality level.
The effect needs to be declared for the landclass as
  <effect>Effects/rock</effect>
Rock is drawn by overlaying several structure layers. The base layer is set by several octaves of Perlin noise superimposed as brightness variation onto a specified texture color. The relevant configuration parameters are e.g.
  <base-color type="vec3d">0.9 0.95 0.94</base-color>
  <contrast type="float">0.7</contrast>
  <grain-fade-power type="float">1.3</grain-fade-power>
  <rock-brightness type="float">1.0</rock-brightness>


=== Pixel color postprocessing ===
=== Pixel color postprocessing ===
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