Bunglo Posted February 18, 2012 Report Posted February 18, 2012 Are any of you Crytekers aware of the process the vegetation artists on Crysis 2 used to create the sub-surface scattering textures for trees in game? I tried generating a volume map in a similar vein that Ryan mentions over at polycount but I'm not getting similar results... Most likely something on my end. http://www.polycount.com/forum/showthread.php?t=94210 Quote
insta Posted February 20, 2012 Report Posted February 20, 2012 Which takes precedence, mapcorians or crytekers? Quote
BJA Posted February 20, 2012 Report Posted February 20, 2012 Are any of you Crytekers aware of the process the vegetation artists on Crysis 2 used to create the sub-surface scattering textures for trees in game? Not sure if this will help, but here's a short explanation from our vegetation guy: It's a mix out of various textures. Sometimes a simple different diffuse texture (with painted black/white for sss). An overdraw map, which is there when you have multiple leaves that overlap. The RGB was the actual SSS texture, while the alpha was used for the spec. Quote
Bunglo Posted February 21, 2012 Author Report Posted February 21, 2012 Which takes precedence, mapcorians or crytekers? An overdraw map, which is there when you have multiple leaves that overlap I know what overdraw is in the sense of a pixel being rendered more than once but I've never heard of an overdraw map. Though the painted diffuse part certainty clears up one of my questions. Any thoughts on what an overdraw map is referring to MAPcorians Quote
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