Vegetation Shader
From Blue Mars Developer Guidebook
There are security restrictions on this article
|
|
Back to Blue_Mars_Asset_Creation
CryEngine2 will only apply wind to object placed as vegetation so to gain control over how the wind will effect your object you need to apply a vegetation shader. The following is a list of options in the vegetation shader and how they will effect your object.
NOTE: There is a workaround to placing your object as vegetation. To place it as a brush you can set vertex deformation to "Bending" in the material and then enable "RecvWind" on the brush.
Shader Generation Params:
- Leaves - This should be checked if this material is on a branch with leaves. It enables back lighting (subsurface scattering that is dependant on the amount of light behind the leaf)
- Grass - This is a really cheap shader that still accepts wind.
- Fit to Terrain - This is for grass.
- Detail Blending - this will enable controls for wind bending.
- Detail Bump Mapping - same as detail bump mapping on other shaders.
Shader Params:
- Back View Dependancy - Basically this is a setting for how much subsurface scattering(SSS) back lighting will create.
- Back Diffuse Color - This is the color that the (SSS) will be. For practical purposes this is what color the leaf will be when it is between you and a light source.
- Back Diffuse Color Scale - How much the SSS will effect the current Diffuse.
- Detail Bending Frequency - This will effect how fast vertices colored with Red will move in the wind.
- Bending Edges Amplitude - This will effect how much vertices colored with Red will move in the wind.
- Bending Branch Amplitude - This will effect how much vertices colored Black (or Green with no other colors) will move in the wind.
- Detail Bending Phase - Seed for overall randomized movement of Leaves.
- Back Shadow Bias - How much of a rim of Shadow will be created by Back Light.
Back to Blue_Mars_Asset_Creation
