Learn to create displacement maps of procedural terrain elevations. Customize render settings and create perfectly matching displacement maps of your procedural terrains.
Learn techniques to render displacement map images up to 8k in less than a minute. The method is currently the fastest way to export a procedural terrain, it is also the only way to export a procedural terrain without having to bake the terrain to a memory hungry polygonal object. The process of baking a terrain is limited to a single core and will often cause the application to become unresponsive if trying to achieve an image result higher than 2048 x 2048.
Learn to create displacement map variations to create unique "roughness" details. These displacement maps are also an extremely useful solution for terrain export and generating normal maps. This technique can be used with any function, and is not limited to terrain generation or origin.
Learn to bake layered vue materials, creating both color and bump image maps. The maps can then be easily used and edited for painted mattes, export operations, openGL reference, or remapped directly back to the object.
This method frees up system resources and eliminated potential ecosystem, material scaling, and material flickering issues. Additionally it allows the easy separation of ecosystem render settings from intensely complex materials. This makes it easier to create composite render outputs and define anti-alias settings specific to the output. Since ecosystem vegetation is primarily alpha and transparency map rendering, which can require higher anti-alias settings on texture maps and fine geometry, you will be able to define terrain and ecosystem render settings independently. |