jlv wrote:I think the best way to do surface fluff would be for me to add a purely cosmetic rut layer to the terrain engine. If I just make ruts instantly appear under the wheels and not affect the physics I think most people would be happier. Since it'd just be cosmetic, there would be no need for network consistency or anything like that so it'd be way easier to do compared to what erode does.
Can this get some more explanation?
I know we previously touched on some different mappings, but I think if you could work out the issues with displacement mapping that could also add to the illusion of surface fluff.
Also would allow riders to see that someone has ridden there before and follow that line which would then allow erode to come in and start digging those ruts out.
I'm imagining something similar to what Milestone has done with their games
It looks like they just use flat 2d decals with displacement mapping.
I have worked on the rF nationals and supercross for many years, and with the inclusion of erode it seems you have to take a step backward in terms of visuals with erode because you can not see what is forming in front of you.
I feel like the erode system is fine but we arent able to unlock its true potiental unless there is a visual update/lighting update.
Example from this week's supercross track, I have a set of extremely nice 3D scanned textures that look incredible but when paired with erode become a hazard.
I run these at thirty percent opacity on top of a base decal with little no contrast
Here is an example in game, great decals camouflage erode.
Same decals with a solid color overlay applied, taking all contrast out - moto minecraft but exposes erode so much better
motominecraft - solid decal color, no detail, no contrast
Is there a solution to have erode visible and still have detail in the decals?