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Since it is difficult to guess the resulting visual brightness of rock after all noise and overlay patterns have been added, <rock-brightness> is a convenient scale after to multiply pixel color after all layers have been added. | Since it is difficult to guess the resulting visual brightness of rock after all noise and overlay patterns have been added, <rock-brightness> is a convenient scale after to multiply pixel color after all layers have been added. | ||
The overlay layer is based on Perlin noise domains and draws with a different color onto the base layer. The relevant parameters are | |||
<overlay-color type="vec3d">0.9 0.95 0.94</overlay-color> | |||
<overlay-alpha type="float">0.8</overlay-alpha> | |||
<overlay-bias type="float">-0.05</overlay-bias> | |||
Here, the <overlay-color> is again a rgb triplet and <overlay-alpha> its transparency value. <overlay-bias> should take values between -0.5 and 0.5 and controls the amount of surface to be covered with the overlay color. | |||
As illustrated by the following screenshots, the overlay layer can be used to draw moss and lichen cover as well as mineral crusts on top of the base rock layer: | |||
[[File:Rock-gfp1.3.jpg|300px|No overlay]] | |||
[[File:Rock-lichen.jpg|300px|Green overlay, small alpha, positive bias]] | |||
[[File:Rock-crust.jpg|300px|White overlay, large alpha, negative bias]] | |||
=== Pixel color postprocessing === | === Pixel color postprocessing === |
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