Update 3e: getting there...
This is an update of the vital demo in WebGL of the output of the current Version 3d of the Fancy Terrain Generator, and integral part of it is the following notes, which act as a guide in order for you to obtain max results both, with meshes from FTG and in the CopperCube WebGL target in general.
Besides showing off with a waterfall, a Glock 19 and a swat dude from mixamo.com, who was squeezed down to 7.5kTris in blender so far, it shows a method how to save the day when it comes to "plant material"-sorted alpha textures. So far they were clumping a lot in the distance, and had razorsharp, blocky edges. I have found a way to prevent that. But it comes at the cost of doubling the particular polycount, even tho it may not double the rendering time of that particular mesh per se. However, these trees had 4 Triangles, and now they have 8, so to say, which seems still acceptable to me. Here's the deal:
Clone the trees. Then disable the "plant material" flag for the clone. Now you can play with "Param1" of the original. Important: WebGL now needs color information in the alpha range to be able to fade the outline smoothly in the correct colors. This is how you do it: Open the texture in a GFX app. Duplicate the layer 2x. Hide the original bottom layer. Use gauss blur on the middle layer, blur it well, in a radius of 3 to 10 pixels (experiment!), then set it's transparency to about 3 to 6%. This way it will be alpha masked as before, but WegGL will find the required colors outside the outline. Now this works so perfectly that the trees become too much adapted to everything, looking dark and dull. So do this:
Increase the middle layer in brightness about 50% (experiment!), this will add detail and contrast by a tiny, controlled amount of brightened outlining, including the holes between the leaves, making it more crispy, but finetuning is required to prevent it from getting pale and lacking of contrast. In this demo, which I have yet to finetune in that respect, I think the difference can already be seen. (I'll add some screens on the FTG page, for direct comparing old vs new).
And also keep in mind, when watching this demo, the landscape is yet completely unedited and unoptimized.
Anyway, I hope you find this as useful as I do, cheers everybody.
Files
Stress Test for Copperlicht.js
How many tris can it handle?
Status | Prototype |
Category | Tool |
Author | jfkEO1010etc |
Tags | coppercube, copperlicht |
More posts
- Example for latest Fancy Terrain Generator outputFeb 04, 2022
- Small yet significant updateJan 31, 2022
- Small updateJan 27, 2022
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