To create the terrain i had used a vray blend material this proved most useful in a number of ways. Also a vray infinte plane was used as a base which kept the horizon line constant at all times but the problem with this was mapping a texture without millions of tiles and horrible seams. Instead of a bitmap i created a highly detailed procedural map which loaded and generated random and detailed textures at all times.
The base layer was a simple dusty yellow colour only to aid the ambient colouring and the primary layer was the cracked flooring which was made from a fractured cellular procedural with the cells evenly spread and the cellular colour being a turbulent noise map for added detail. On top of the cracked floor was the sand was a highly detailed splat map, this map creates small circles of varying size and for added detail the background colour was another splat map. The combo of a three colour splat map produced a realistic sand texture.
on top of everything was a green patches map, this controlled the spread of vegetation and provided a realistic base. This map however could not be mapped to the vray infinity plane since its impossible to give the plane a vertex colour channel (it has no vertices) .
The blending of the two materials was controlled by a noise map the the colours fading from black to white in large patches, the black ant white represente the opacity.
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