#Risk Of Rain 2 Triplanar Noise-Based Landscape Material

1 messages ยท Page 1 of 1 (latest)

glad niche
#

I also drew up a little example of specifically what i'm trying to recreate

dark zephyr
#

Hey hey, i were asking the same question here few days ago, and didnt get the answer :D

#

As i understood it, it can be recreated with height map

#

But im not sure at all and didnt tested it yet

glad niche
dark zephyr
#

Ill try something tomorrow, if there will be any result ill write you

glad niche
#

Noice, thanks =D

dark zephyr
#

Yup

#

I was thinking about some kind of this technique

#

4:50

glad niche
#

Oooo

#

Thanks for the vid, i'm probs gonna try and tinker with something like that in a minute

glad niche
#

i'm making some progress lmao

dark zephyr
#

Hey hey, how did you do that?

glad niche
#

@dark zephyr

glad niche
#

Something is sorta coming out of this
I still gotta figure out how to layer this multiple times and distort only the edge and not the entire color. Or rather, distort the shape of the color so it sorta bleeds over the edge.

glad niche
#

I'm still working on this, just been feeling unwell past few days
once I get better I will hopefully get more stuff done

dark zephyr
#

Probably the only thing what is still a mystery is how to make noisy transition

dark zephyr
#

@glad niche I found a solution how to make the transition, but so far this option is not ideal, and needs to be improved

glad niche
#

Oh wow, that is quite close to the effect
all that needs to be done is sharpening the edges of the slope effect, so it isn't blurry but clean crisp edges

#

reminds me of a gif of someone else who tried to recreate it, but in unity

#

Good job, really impressive work

glad niche
dark zephyr
#

Yup

#

tnx

#

But its still a mystery for me how the transition effect from light to dark at the edge is made.

#

Haha

#

nm

#

i got it

#

XD

glad niche
#

Yo that's siiiiiick
Great job with that

#

How did you pull it off?

dark zephyr
#

I can show you tomorrow, but that was quite simple

#

Just copy that thing which is getting the vertex thing, and make variables for one of them bigger than the other one

#

Subtract them

#

And lerp using that value

glad niche
#

Noiiiiice, very impressive work regardless

dark zephyr
glad niche
#

Just tested this out, works amazing
Only suggestion i'd give is not to use a texture for the noise, but a noise node using computational gradient, then to normalize the math before the cheap contrast node.

Keeps that super sharp effect, no aliasing/blur

dark zephyr
#

Can you show that, coz i didnt fully understand it :D

glad niche
#

sure sure

#

suggested to make the noise node in the settings "gradient computational" for better quality

#

and setting the levels to 1, so it's more blobby and less grainy

#

but, up to preference on how you want the noise to look

#

before (blur/aliasing)
after (sharp, clean: no matter how far you zoom in it's sharp)

clear gate
#

@glad niche which one of those noise methods would be cheaper though

#

it seems like the former but i cant know for sure

glad niche
#

ยฏ_(ใƒ„)_/ยฏ