5/7/2023 0 Comments Substance designer cloudsThey're overlayed on top of everything else in our skybox so far. We use the red values of the opacity map to mask out the diffuse map so that we don't have black spots in our clouds. We then lerp these cloud colors in almost the same way we lerped the sky colors based on the position of the sun.Ĥ. Same thing with sunrise/sunest - we use the reddened version of the light color from earlier and remap the colors. We handle the lighting for the clouds differently at night, where the user can also control how dark they want the clouds to get. We use a dot product on the normal map and an upwards vector to simulate light scattering and illuminating the clouds from below. At the top, we give the user the option to simply mess around with the cloud brightness and color. This section handles all of the coloring for the clouds. These UV's are passed into a diffuse, normal, and opacity map for the clouds.ģ. The user can control the stretching, tiling, and offset of the clouds to manipulate and move them during runtime. We set it up so that the clouds map correctly across the top of the sky (yet still look like a flat layer), and also stretch as they approach the horizon. This is UV manipulation similar to what we did with the stars. The user can control how far down the clouds extend and the falloff at which they fade out.Ģ. This sets up the masking so the clouds don't dip below the horizon. and use clouds 2 node to create the 'jagged' look on the brick surface. The clouds are by far the most complex part of the node setup, so I broke this section up into parts.ġ. A Guide to Rich and Realistic Environments Using Substance Designer Henry Kelly. The substance file is exposed to the user to tweak the clouds to their specifications. baked it into a low poly and did some final touchups in substance painter. The clouds for this Skybox are all procedurally generated using a Substance Designer graph, and implemented in the shader using a diffuse, opacity, and normal map. Happy Friday, 4K export from Gaea to blender, textures, clouds and terrain.
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