MicroSplat的Paintable Puddles,Streams,Lava和Wetness模塊增加了對可涂抹的濕度,水坑,溪流和熔巖流的支持, 還包括一個動態(tài)產(chǎn)卵系統(tǒng),它允許水或熔巖傾倒在你的地形上,流下山。
安裝后,啟用任何或所有功能,并使用附帶的繪畫工具將這些效果繪制到您的地形中,自動處理流動方向,使液體始終下降。
需要安裝MicroSplat框架。
更新日志:2.6 (當前)已發(fā)布 2019年4月11日
MicroSplat 2.6 – MicroSplat now supplies a custom basemap shader for 2018.3, and allows the basemap to be sizes > 16. Turns out, GI in some lighting mode simply grabs the basemap texture and does not use the meta pass or original shader to generate GI data. This allows GI to bounce correctly on a MicroSplat terrain and fully reflect options like per texture tint, etc. – Ability to adjust contrast on stochastic cluster mode per texture – Ability to turn off stochastic mode per texture. Note this provides no cost savings. – In 2018.3, SplatCount tag is now set to reduce draw calls on >4 texture terrains – GeoHeight texture can now be normal mapped – GeoHeight texture can now be filtered by global height – Undo support for most material operations – Terrain Blending can now generate 3d noise to break up the blend between the terrain and mesh. This can be one or three octaves, and scaled on a per object basis.
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