Nice, but is it just me, or do the reflections look like they're of a real desert and some bushes and not the actual world?
Now that's a promising approach! Great. Does it apply to water surface too?
Also pig are you using low grass mode? It looks a bit weird.
Nice, but is it just me, or do the reflections look like they're of a real desert and some bushes and not the actual world?
From my first post... "Currently we are using external textures for ambient specular reflection (Ambient BRDF) but Cameni is working on system that will allow us to use environment maps directly from Outerra which should make ambient light more natural."
Insane. That is insane.
Are the reflections real time and do they show objects (not just terrain) as well?
i love to use the maxwell render since its physicaly based and therefore only has a few parameters to tweak.
opaque materials pretty much only depend on ior (fresnel and tinting of reflections),roughness (lambert/mirror) and maybe some added surface details like normalmaps or displacement. is your plan to have a "physical style" shader?
Reflections are static for now, later once with implement SSRR (screen-space reflections) most of the them will be real-time and will show objects too...