![]() The extent of tessellation depends on the shader detail setting.This allows for the display of the HD height data and for displacement mapping, without requiring excessive increases to the scene poly count. Tessellation is used to increase the polygon count near the camera.Detail will gradually reduce into the distance rather than entire blocks of terrain changing LOD at the same time. That won't happen with single-pass HD Terrain as it renders the 3D terrain for map view. The legacy "low lod" / "minimap" textures are visibly different from the terrain textures, and so there is a jarring transition. Pave the way for Ray-tracing compatibility.Use of vertex color painting (Color Tint Effects Layer).Generous use of clutter effects to reduce the visibility of the underlying texture.Scrapbooking various texture patterns together using a small brush radius.Less texturing flexibility (16 textures per baseboard, down from 250).Down to 2.0m is lossless lower than that uses lossy compression. ![]()
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