Why alpha blend ? How does the mesh look like ? Is it not a separate portion, using similar shader as the road, but different texture ?
Because only with alpha blend and transparency on I found it looking good yet. It is separate mesh yes, and it definitely is not using same shader as the road. The texture is Kunos texture, same as brands hatch..
Yes, but my point is why not using same shader ? With multilayer and a good mask, you can design any transition you wish. Using an overlay with alpha is more like a workaround, like it used to work with older games. I will think to post some screens when doing some for Motorpark. But it not really soon probably .
interesting it doesn't blur there., kunos do a method with the same shader multilayer. they have high detailed mud/track edge section knocked out of the mask so its just there photo quality un affected by details shaders and they blend in with simple detail channel next to it. its a way of blending but not using multilayer detail channels on the important part which is the edge. like going from multilayer to per pixel without needing the per pixel shader.
Quite difficult subject is this edge... I just noticed that I have posted this issue in Hillclmib thread... this what happens when you have too much to do, and poorly organise your time... I wonder where is this Hillclimb mod at right now ? Having a LiDAR data is a massive advantage in making a track, it probably cuts a few months of work, depending on tracks size.
mantasisg updated Goodwood Circuit with a new update entry: 2018 March Read the rest of this update entry...
Excellent circuit !!! Tout est parfait, beau,jouable avec le maxi de concurrents disponible dans ce mod ! Bravo ou plutôt milles bravo au concepteur ! Circuit long, virages à souhaits, lignes droites conséquentes ! Que du beau et sensationnel ! Merci pour cette réalisation