Planetside Software Forums

General => File Sharing => Shaders, Materials => Topic started by: Hannes on August 29, 2016, 03:23:41 PM

Title: Triple leaves textures
Post by: Hannes on August 29, 2016, 03:23:41 PM
A lot of times the tree leaf textures that come together with the model seem to be quite too large compared to the rest of the tree. At least to my taste.
So I created this triple leaves texture. Just replace the original ones with these. I hope you'll find it useful.
Title: Re: Triple leaves textures
Post by: Kadri on August 29, 2016, 03:32:30 PM

Thanks for sharing Hannes.
Title: Re: Triple leaves textures
Post by: luvsmuzik on August 29, 2016, 05:06:03 PM
Thank you!
Title: Re: Triple leaves textures
Post by: bobbystahr on August 29, 2016, 11:45:04 PM
Thanks and here's a Normal map to complete the set.  :D
Title: Re: Triple leaves textures
Post by: Dune on August 30, 2016, 02:43:08 AM
Thanks Hannes. I agree that most trees have too large leaves. But it's all to do with file size I guess; with smaller leaves you need lots of them. I tend to make/photograph complete branches as well. In Speedtree you can even make a variety of them from several leaves and stems and save them as a branch image.

If I may break into your thread; there's another thing I thought of lately. The alpha is usually a hard edged grey image. If you soften that up (considerably) TG will (for the time being!!!) read it as hard, but if you then add a PF it may be broken up on the dges, which might give nice results (decay). I still haven't tried it though.
Title: Re: Triple leaves textures
Post by: Hannes on August 30, 2016, 03:51:48 AM
Quote from: Dune on August 30, 2016, 02:43:08 AM
If I may break into your thread; there's another thing I thought of lately. The alpha is usually a hard edged grey image. If you soften that up (considerably) TG will (for the time being!!!) read it as hard, but if you then add a PF it may be broken up on the dges, which might give nice results (decay). I still haven't tried it though.

Great idea, Ulco. Do you mean using a PF like in the Colour/Tint diffuse colour tab, but only for opacity? That would really be great.

Thanks Bobby! Which software did you use to make the normal map?
Title: Re: Triple leaves textures
Post by: bobbystahr on August 30, 2016, 09:33:31 AM
Quote from: Hannes on August 30, 2016, 03:51:48 AM
Quote from: Dune on August 30, 2016, 02:43:08 AM
If I may break into your thread; there's another thing I thought of lately. The alpha is usually a hard edged grey image. If you soften that up (considerably) TG will (for the time being!!!) read it as hard, but if you then add a PF it may be broken up on the dges, which might give nice results (decay). I still haven't tried it though.

Great idea, Ulco. Do you mean using a PF like in the Colour/Tint diffuse colour tab, but only for opacity? That would really be great.

Thanks Bobby! Which software did you use to make the normal map?


Photoshop, I posted earlier this year about a freebie plugin from NVIDIA..works great...

https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
Title: Re: Triple leaves textures
Post by: Dune on August 30, 2016, 10:09:27 AM
What use would a normal map have, use as displacement? I mean, where do you add it in the object?
Title: Re: Triple leaves textures
Post by: mhaze on August 30, 2016, 10:34:19 AM
As vector displacement?  Thanks Hannes
Title: Re: Triple leaves textures
Post by: Dune on August 30, 2016, 10:36:08 AM
Vdisp inside the object.... mmm... have to see what happens then.
Title: Re: Triple leaves textures
Post by: fleetwood on August 30, 2016, 06:29:36 PM
Thanks
Nicely done
Title: Re: Triple leaves textures
Post by: bobbystahr on August 30, 2016, 06:51:14 PM
Quote from: Dune on August 30, 2016, 10:09:27 AM
What use would a normal map have, use as displacement? I mean, where do you add it in the object?

I find they have a sometimes nicer effect than a displacement map and use them instead. I think on lower poly(game style)stuff you benefit more.
Title: Re: Triple leaves textures
Post by: Dune on August 31, 2016, 01:50:32 AM
Thanks Bobby.