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Author Topic: Making kunai grass experiment  (Read 916 times)

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WxTech

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Re: Making kunai grass experiment
« Reply #12 on: October 23, 2022, 08:36:47 AM »

I forgot to mention that in my first attempt I had the nearest LOD--like the now two father LODs--utilize blending (tfBlend 1). This looks nicer as long as the line of sight is not from a particularly low perspective and so does not have the grass superimposed against some other object and the distant terrain/skyline. When that happens, the really odd effect of partly seeing through the object occurs, making it look ghostly where the grass is seen against it.

And so I made tfBlend 0 so that this weirdness will not occur. This is crucially important for any viewpoint near the ground, as when sitting in a low cockpit, for example, and for folk who like to build detailed scenery to be seen from the on-the-ground perspective. The disadvantage is a somewhat 'harder' appearance for the edges of the grass, and a generally more 'full' appearance.

One thing that is not satisfactory is the way the grass largely disappears when seen from directly overhead, made more noticeable on rather darker ground. I may place a single, horizontal, variegated, semi-transparent texture of almost equal lightness of tone that sits barely above the ground. This would go some ways toward diminishing the 'disappearing grass' phenomenon when it sits on a darker landscape texture.
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WxTech

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Re: Making kunai grass experiment
« Reply #13 on: October 23, 2022, 09:01:26 AM »

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genXgamer

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Re: Making kunai grass experiment
« Reply #14 on: October 23, 2022, 09:40:28 AM »

 G'day WxTech

This is looking great, hope others are as impressed as I am (well my mate Mixx seems to be).

I'll download in the morning, test later in the day and offer any suggestions.
What I can see so far is exactly what I was after, I basically want to do an area similar in size as a palm plantation around the airstrip.
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CzechTexan

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Re: Making kunai grass experiment
« Reply #15 on: October 23, 2022, 01:40:59 PM »

+1 This is an interesting topic.  Interesting how AlignToLand allows the object to conform to the ground!
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