![]() This is an added advantage for distant terrains that won't undergo dynamic lighting. All LODs of a terrain model can have detailed lighting and can even skip normal maps. With the 2.5D renderer, the lighting is crisper and smaller details are lit better than any normal map. What makes the 2.5D renderer different to the renders you can get in DCC software or game engines is that heightfields (2.5D data) is forced into 3D space which use different topology for rendering lighting information. ![]() The advantages of a dedicated 2.5D Renderer You can control atmospheric properties, shadows, ambient occlusion, and even custom light colors. The Light node gives you full control over the renderer to bake lighting into your color maps. The same 2.5D Heightfield renderer that powers the Gaea viewport can be supercharged to create even higher quality renders that can be used directly as diffuse maps in DCC applications or even game engines. You can control the color scheme, grid and topography contours, and even water bodies. The Cartography node converts your terrain into an exquisitely detailed topographical map. The new Render nodes give you the ability to transform your height and color data into finalized texture maps which can be used in either 2D or 3D capacity. ![]() ![]() In this example, you can see a Worselands primitive processed through Anastomosis for a large amount of additional details. You can choose from small scale rock destruction to large river-like flows. It creates interconnected structure from water flow simulations and uses them to carve out the terrain. LookDev nodes include: Anastomosis, Canyonizer, Carver (formerly Landform), Fold, Shatter, and Shear.Īnastomosis is another deceptively simple node. ![]()
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