(http://www.guidedesbieres.com/photos/141-biere-trappiste-chimay-rouge.jpg) | (http://thumbs.dreamstime.com/x/roasted-peanuts-bowl-22296806.jpg) |
... the ability for scaling within OT would really help.
Of course, but scaling models + tiling textures would help. In the end the size is just in our minds. Kms, mts, cms is just a concept when you are modeling. The point here is that is not easy manipulate big meshes in OT.
So much island ! ;D
Excellent start!
Now we need a way to make the trees respect waterlines.
That land must be a swampy piece ... or are those sedimented formations ?
Hi, Acetone!
I can see a lot of roads on stuff in the second screen shot... Looks really nice! have you made all this?
Are you working in some specific project?
Depending on what you are doing, I could find a way to accomplish it. Indeed i have made several approaches before modeling the entire lake.
I really would like to do this, but there is one point to consider. I get to model meshes that can fit in almost any scenery and you get to fill it... We both put a lot o effort on it, and a week or a couple of months later, voila!!! the support for rivers and lakes is released by OT team... We could see our work flooded with "real water". See my point?
Would be good to know how far is that possibility. If it is not near, I would love to do it... really!
O.k. Let's do it. I can't put so much time on this, so be patient, please.
Does anybody know the biggest size that can be handled in OT without problems?
O.k. Let's do it. I can't put so much time on this, so be patient, please.
Hi, Acetone!
Here it is. Is not perfect, but will do the job.
I guess 1 square km. is handleable.
I knew that the biggest problem would be the seams. Under certain light conditions and depending on your view angle, you would notice the union between two meshes, no matter how well aligned this are.
I can't use opacity maps to degratate the seams, because I couldn't use normal maps. So I came up with this shape:
But is hard to tie two meshes; is confusing.
So I will give you a square dummy; install this .otx first, place your meshes and after that install the final version. It will overwrite the previous; the seams won't disappear, but will be less noticeable.
One mesh is enough to cover Vulcan Point, Taal Volcano - Luzon, Filipinas.
Acetone:
That's very easy to fix.
- Don't change F0, because is fixed for water.
- If you alter roughness, seams could become more evident.
-Change the fourth value of color; that's the opacity. I guess now is 0.1; try 0.3.
"color" : "0.6,0.6,.0.6,0.3",
It will look great!!!
Same solution:
"color" : "0.6,0.6,.0.6,0.3",
The three first values are for red, green, blue multiplier.
The transitions won't look the same. Is a diferent case:
- Chapala have only 3 layers.
- This one have more layers and rotated, to minimize seams.
- This rotation will cause different shading also. There are two triangles on each square and is the way the engine calculates shading.
If you are ok whit seams, try to leav the dummy instead (3 layers), and change the values on the dummy .mtl.