werner.poetzelberger Posted October 21, 2013 Posted October 21, 2013 Hello, i am playing with the grass as I want to us it for our project, rendering patches of dry grass. This works not very well, as I am having difficulties to set it to a nice smooth quality. When I am only using the alpha test in the material, I have very ugly rough edges, which eat up the whole grass moving away with the camera. (because of the mipmapping I guess). When using the blendmodes to use a smooth alpha channel, I get a very weird, result. It seems that the blendmode is creating an addition of the color to the scene. (that halo). Turning down the alpha as a test, only the blended part remains. I have tried a lot of settings and combinations, but couldnt get to a result. Can please someone help me in setting this up correctly. Thx. Werner
ulf.schroeter Posted October 21, 2013 Posted October 21, 2013 I would recommend to take valley demo grass material and object settings as a template. Look into *.mat and *.world files should give some good starting point. Also it might improve grass quality if your grass texture provides proper mipmap level. Once again I would have a look at the valley grass textures as a best-practice guideline
werner.poetzelberger Posted October 22, 2013 Author Posted October 22, 2013 Ok, this 'Halo' glow was the missing ambient light checkbox. I think there is a lot to achieve with the alpha channels. Need to play.
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