Quote from: Dune on January 12, 2010, 03:30:47 AM
QuoteA crop from a 3000+ px render showing some of the displacements and fake-grass shader.
The fake grass shader uses intersect underlying as a base, which also has the darkest green color.
On top are 2 other colors layered, all with 5 degrees less slope than its parent.
With all due respect, Martin, would you really need such a sophisticated setup for the (distant) grass? It will probably take render time/memory, and in this crop I don't really see an improvement over 'ordinary' mix of some colors and slope restriction. Correct me if I see this wrong!
---Dune
I'll make some crops to show how it looks as a single, double and complete layer and then you can see for yourself. I think it makes a difference and I like the way it looks, even though you can't see it easily

and by the way, it's just one single surface layer with 2 childs, not sophisticated at all. The 2 extra layers of color-variation at different slopes barely costs extra rendertime as well.
The displacement intersection of the base-layer is more render-expensive, but if you wish I can also show you the non displaced intersected vs displaced intersected.
When using this terrain/tgd for other POV's it is quite likely that it is more exposed and then it is always nice to have this ready to go, even though it takes very little time to set up.
You must also not miss that I'm not only trying to show an image, but also a way of using WM2 generated terrains as a base and then to show how easy you can make something nice of it with TG2-only-shading.