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Optimizing XFrog trees - the project continues
Optimizing XFrog trees - the project continues
Started by N-drju,
Today
at 05:52:46 am
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N-drju
1k+ Member
Posts: 2,234
"Original charattr, please do not steel."
Location: Poland
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Optimizing XFrog trees - the project continues
Today
at 05:52:46 am
I am in the course of optimizing many of my XFrog trees, to apply reflectivity to leaves and improve their translucency characteristics. I have some doubts and concerns about the reflectivity though.
I must say that the changes made to default shader starting version 4.5.56 have made the idea of reflectivity a little confusing. Metalness... Hmm. Obviously the leaves are not metal but they
are
reflective... Which options of the default shader to choose from?
I am tempted to simply attach a classic reflective shader to the default shader. I have to use the latter to keep the images after all... But my question is - if you were on my place, would you continue to use a default shader's reflectivity features? Or just drop them and add leaf reflectivity through an independent reflective shader? If the latter - then how?
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"
N-drju
1k+ Member
Posts: 2,234
"Original charattr, please do not steel."
Location: Poland
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Re: Optimizing XFrog trees - the project continues
Today
at 07:36:35 am
#1
I just made a test of two texturing methods. One, using the default shader and fresnel reflectivity with (obviously) no metalness. The other, using image map shader, default UVs and an extra reflectivity shader for glossy leaves.
I think the default shader is definitely more successful:
However, there are no "highlight intensity" nor "caustic intensity" sliders in the default shader... Why is that?
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"
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