3rd Party Models/Media Chat / 16 Texture Terrain and PBR

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OldFlak
GameGuru TGC Backer
9
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Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 25th Dec 2018 00:35 Edited at: 25th Dec 2018 00:43
So it is time for some new Toonland Terrains.

The last time I played with terrain, I gave up because the editor more often than not just didn't load any textures I selected, so not sure if that has been sorted yet. (IMO the old way was way better - just needed the variation map added to it )

Anyhow I be wondering about the 16 Texture Terrain system and PBR.

The old way was:
Grass1_D - which contained an alpha channel to control gloss
Grass1_N

Does PBR get applied to the old format?

Or do we make textures for terrain that follow the same PBR naming convention for models?
Something like this:
Grass1_color
Grass1_gloss
Grass1_metalness
Grass1_normal

Can't see that being correct, seams to me this would be really dragging down system resources for 16 textures using the PBR Model approach.


Reliquia....
aka OldFlak
Intel(R) Core(TM) i3-4160 @ 3,60GHz. 8GB Ram. NVidia GeForce GTX 750. Acer 24" Monitors x 2 @ 1920 x 1080. Windows 10 Pro 64-bit.
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