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
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