|For more information on the PBS rendering setup please go HERE for a full explanation.|
As you may have noticed, we jumped this section in favor of the Shader Generation Params first. We wanted to enable the Detail Bending and Leaves options first to expose all the parameters that we need to configure the asset correctly. Enabling those parameters has exposed some additional ones in the Shader Params section. It should now look like this (Pic8).
Pic8: Shader Params
|Bending branch amplitude||Controls the macro movement amplitude (Blue channel).|
|Bending edges amplitude||Controls the micro movement amplitude (Red channel).|
|Cap opacity fall off||Controls how strongly vegetation polygons fade out when looking at them at a steep angle. This helps to disguise the plane shape of vegetation geometry.|
|Detail bending frequency||Controls micro and macro movement amplitude.|
|Indirect bounce color||Keep this at the default value.|
|Normal_View_Dependency||This value orients the normals towards the player and is useful for planes.|
|Terrain Color Blend||If you enable UseTerrainColor in the Vegetation tool for the object, this will absorb some of the color information of the underlying terrain where the vegetation object has been placed. This feature helps distant vegetation objects blend into the scene at distance.|
|Terrain Color Blend Dist||This slider controls how close to the camera the absorption of the terrain color will happen.|
|Transmittance Color||This color is what you would get if you were to shine a light through the leaf and look at it from the other side.|
|Transmittance Multiplier||Controls how strong the translucency (transmittance) effect will be.|
|Vtx Alpha Blend Factor||Used for faking AO. If you have applied some vertex paint to the base of grass geometry, you can control the strength of the blend effect with this slider. Technically, we do not need to use this because of technology such as SSDO, SSAO and SVOGI, but sometimes it can help the asset by using this.|
Before we continue to configure the material params, it will help if we place some of these bush objects down using the vegetation tool to get instant visual feedback as we update the material. We will not go into an in-depth tutorial of the vegetation tool here.
For more information on Vegetation Editor, see HERE.
Create a vegetation group and add the bush
- Enable the Paint Objects button to paint down lots of instances your bush asset, or
- To be more precise, do not select the Paint Objects button (so it's not active) and on the terrain press Shift+LMB to place only 1 instance.
As you may have noticed there is no bending happening on this asset yet. Vegetation objects have a bending value exposed to them which allows for a basic deformation on the whole asset. This needs to be activated in order for Detail Bending to also work.