Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/16/2022 in all areas

  1. Here is another example of what can be achieved using the correct texture shaders Unfortunately the way the textures are dealt with currently in FS19 (and it appears that FS22 will use the same format ) you get a stretching of the texture at high bump levels as shown in the following image image factsheet from FS22 The stretching could be passed of as slicing like the following image but it still doesn't look qiute right and I hope they correct it in the final version of FS22. The following has been created from the acre_plantedRow texture from the ground_diffuse array in FS19 and shows how with the right combination of images and shader realistic texture can be created. In the attached zip file are all the textures created in Materialize so you can experiment for yourselves from a known base just unzip and open them in the relevant slots in Materialize, also in the zip is an i3d Plane with a lighter acre_plantedRow texture (for better definition) and an acre_Planted_Normal_2 created by using the following format (roughly the same as in FS19) so you can see/experiment with different settings in Giants Editor. Red Channel -- normal map red channel from Materialize, Green channel -- edge texture from Materialize, Blue channel filled with white Alpha channel -- Height texture from Materialize It seems the maximum Bump Depth appears to be 2 before stretching occurs in all cases where the height map is used in the Alpha channel of the normal map. acre_PlantedRow_textures.zip
    1 point