Search found 4 matches

by VitaminCpp
Tue Apr 24, 2018 10:50 am
Forum: Amplify Shader Editor
Topic: Terrain shader to "integrate" other objects
Replies: 6
Views: 3507

Re: Terrain shader to "integrate" other objects

You're very welcome!

I'm not entirely sure if this can be archived by only using shaders. I will try it out as soon as I've a bit more time to spend and will let you know.

It really would be awesome if this effect could be archived with Amplify! But please implement a dynamic solution without ...
by VitaminCpp
Mon Apr 23, 2018 5:54 pm
Forum: Amplify Shader Editor
Topic: Terrain shader to "integrate" other objects
Replies: 6
Views: 3507

Re: Terrain shader to "integrate" other objects

Hi there,

I've made some serious progress with signed distance fields (based on the great work of keijiro https://github.com/keijiro/DFVolume) already. Everything works fine, BUT you have to bake these fields every time your static objects change.
So currently I'm considering a more "dynamic ...
by VitaminCpp
Thu Apr 19, 2018 3:05 pm
Forum: Amplify Shader Editor
Topic: Terrain shader to "integrate" other objects
Replies: 6
Views: 3507

Re: Terrain shader to "integrate" other objects

Hi,

thanks for your fast response! I've already looked into this asset from the asset store, but I think it overcomplicates the problem a bit. Because I'm using triplanar projection and I think it shouldn't be too hard do blend some rocks into a floor/terrain depending on the intersection.

But ...
by VitaminCpp
Wed Apr 18, 2018 12:47 pm
Forum: Amplify Shader Editor
Topic: Terrain shader to "integrate" other objects
Replies: 6
Views: 3507

Terrain shader to "integrate" other objects

Hi there,

I just bought ASE and it's worth every cent!!! Great!

But currently I wanted to author a bit more complicated shader to "integrate"/blend other objects with my floor/terrain.
In the CryEngine it´s called "soft depth testing". I think this movie explains it better: https://youtu.be ...