Pryme8 Posted August 10, 2016 Share Posted August 10, 2016 http://www.babylonjs.com/cyos/#R10WU#1 What would be the process to smoothing out the angle limits in this demo? I am assuming i will have to make a float array and store the clamp values in that, then see how far along the region it is by a percentage, so for example if the angle range is 1 - 0.9 if the value is 0.95 that would be at 50% and should blend the two color values half and half? Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted August 10, 2016 Author Share Posted August 10, 2016 **UPDATEhttp://www.babylonjs.com/cyos/#R10WU#2 anyone see what is causing the last zone to not blend correctly?http://www.babylonjs.com/cyos/#R10WU#4 if I remove the if statement of the last zone it works... but I want one more zone... any ideas? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted August 10, 2016 Share Posted August 10, 2016 i dont understand at all but i make that http://www.babylonjs.com/cyos/#R10WU#7 Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted August 10, 2016 Author Share Posted August 10, 2016 thats just a height calculation, Im trying for height and angle I just started with angle. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted August 11, 2016 Author Share Posted August 11, 2016 http://www.babylonjs.com/cyos/#R10WU#9 this is how I am getting the base colors for the zones, now to apply the angular colors for each zone and we will have a basic solid color terrain material. **UPDATE: http://www.babylonjs.com/cyos/#R10WU#11 Im sure there has to be a better way to do this... but yea here is kinda what I was thinking... Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted August 12, 2016 Author Share Posted August 12, 2016 http://www.babylonjs.com/cyos/#R10WU#13 Ok I updated this a little bit and cleaned it up, so that I could work with it a little easier. One thing I would like to do before I continue to the next step is add noise between the ranges, so that there is a little bit of fractal break up on the blend, anyone got an idea how to accomplish this? I could reference a random function that generates a noise map then refrence per pxl and add or subtract from the alpha of the blend and that should scatter it a little bit, but I think that might not be the effect im going for. gryff 1 Quote Link to comment Share on other sites More sharing options...
gryff Posted August 12, 2016 Share Posted August 12, 2016 @Pryme8 : Don't have a clue about shaders - but that looks impressive. cheers, gryff Pryme8 1 Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted August 12, 2016 Author Share Posted August 12, 2016 http://www.babylonjs.com/cyos/#R10WU#15 Got my Angles being identified way smoother now, and I will be able to soon apply real textures instead of colors for the 4 zones, and their 4 angle limits. Should give the effects of grass to dirt to rubble to big rocks, on the transitional slopes, along with a unique look for each altitude range/zone so there is a difference between your low lying areas and your high ones to give a presence of different biomes. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted August 12, 2016 Author Share Posted August 12, 2016 http://www.babylonjs.com/cyos/#R10WU#17 Now to start sampling textures... Quote Link to comment Share on other sites More sharing options...
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