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"Shay" wrote:
> Best so far I think.
Thanks! Definitely not the final one though.
> Colors seem to change too much between foreground
> and background, though.
I don't know if it's very visible, but the foreground is on top of a
plateau, thus where edge of the plateau is, the distance to the ground (and
the amount of fog looked through) changes abruptly.
Rune
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"Harold Baize" wrote:
> Great. Here's an issue though. The crackle pattern is good
> for a playa (dry lake bed), but not on dunes as you have
> modeled here.
There are no dunes here. It's supposed to be rock all over! As I said, my
texturing skills are not that good...
> A playa is totally flat, except for the cracked
> surface pattern. I think you want more of a sandy surface.
Probably. I'll try a more sandy look next time.
> Looks wonderful any way.
Thanks!
Rune
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From: Christoph Hormann
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 19 Mar 2002 14:35:51
Message: <3C979314.583E7423@gmx.de>
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Rune wrote:
>
> [...]
> > using such strong and large scale normals is always
> > problematic.
>
> I'm not using very strong or large scale normals IMO.
That depends on your point of view. The normals are large scale in
contrast to small scale structures you would use for sand or gravel and
they are strong enough to cause shadows if they were not only normal
perturbations.
> > Using the same pattern for the texture as for the
> > heightfield might be useful.
>
> Wouldn't that just give identical results as if I used a gradient y pattern?
>
Not if you add some turbulence (or use less turbulence than for the
heightfield).
Christoph.
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Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
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