you "can" use it for games, my background is in Virtual Production so that's the experience I lean on. I would only really use this in games if it was just a few large assets or as a master material and you were going to use this workflow for the majority of your assets!
Thanks for the lesson! Please show me how you created a landscape and textures for it. Usually when a landscape is created and the texture of the earth is superimposed on it, it looks stretched and not very detailed, it is interesting to find out how to make the landscape with the textures of earth, stones, grass, look detailed and realistic.
Thanks a lot! For helpful tips!
I really would love to see the process in Gaea too, I saw from your desert speed level, Looks fantastic.
This is great info, thank you
Thanks for your good tutorial, I have a question: can we use this method for games? Or it is not that optimized for this purpose?
you "can" use it for games, my background is in Virtual Production so that's the experience I lean on. I would only really use this in games if it was just a few large assets or as a master material and you were going to use this workflow for the majority of your assets!
Thanks for the lesson! Please show me how you created a landscape and textures for it. Usually when a landscape is created and the texture of the earth is superimposed on it, it looks stretched and not very detailed, it is interesting to find out how to make the landscape with the textures of earth, stones, grass, look detailed and realistic.
That's coming up next! :] that'll probably be another 2 parter. 1 for making the height map, another for the landscape material
@@DallasDrap Great! It will be very interesting! I would like to see the process from the very beginning to understand everything)
I have some dense meshes that need unwrapping. :D
What about the performance?
This doesn't seem ideal for games development, looks like a very computationally expensive shader.