this is an Excellent article, the way its set out with the vids and pics. very technical but not rambley. I learnt alot out of it.
Bob would have been proud
Congratulations Lukas:) Amazing piece of 3D parametric shader:) thank You for sharing Your knowledge:)
Jakob Gavelli posted a quick breakdown of how the clouds got their fluffy look from all angles in Skylar & Plux. The artist also shared the four major parts of a master shader he used for all the stone and rock objects in the game. Plus, some gifs taken during development of game.
- Upvector grass so all objects made of stone could have either grass, snow or sand ontop of it.
- Detail Normals that are uniformly scaled depending on the objects scale in the world.
- A Topdown gradient, so the higher up in world space the mesh is it can change color, making multiple meshes blend together.
- A down to top gradient at water level that blends in a green hue close to the waters surface, also to make the rocks blend together better.