I have been working on a set of Voronoi nodes set up to mimic dense mountain vegetation which would mimic this from a distance. Certainly from up close this would not workout very well but from a certain distance might look reasonable and not cost as much in render time as planting thousands of trees. This is where I am thus far and with some further tweaking it might start to look acceptable. What I am having difficulty adding at this time is specular highlights where the light would it and controlling these. I would like some finely granular type highlights and have not been able to produce them well with the reflective hsader or maybe I am not setting things up right ! The default shader has specular but do you apply specular and nothing else ??? So far my attempts with the default shader basically cover up everything over with its layer ! Mind you I am new at TG2 and still learning and a lot of it here at the forum ! Than ks to all that share files, help with comments and everything ! It is deeply appreciated ! I will include the tgd file and not that the Voronoi has been internalized for sake of clutter so do not hesitate to go up one level or two to see the setup. I think adding a realistic type of specular component would go some way in being able to take this as a realistic alternative for dense vegetation (although some tweaks are still needed!...one of which is what I am looking for !!!). I sincerely appreciate all your help and thanks all !
PS I know the border sucks but that is a latter issue to be dealt with...would probably not be an issue where I would insert this type of texture !
This method looks like it will make good results. I would use a power fractal's displacement function. It does not want much displacement, but the spike level might be increased. Small scales could make the roughness correct. The color could be constrained so it looks like specular highlights. A color with more white would blend into the voronoi color, making it all look how you like.
Have you tried adjusting Specular Roughness in the reflection shader? That combined with adjusting (likely reducing) Highlight Intensity should do it.
- Oshyan