Continuous voxel colors #144
Labels
engine
Concerns the rendering engine
idea / discussion
Let's discuss about it
world
Concerns the procedural world
It would be nice for the voxels to have a bit of nuance in their coloring, instead of hard threshold.
Above, hard threshold: voxels are sand-colored and then suddenly grass-colored
Above, nuancing: voxels go softly from sand to grass
The tricky thing is that the engine must know in advance all the possible voxel materials, so how could we handle all the possible colors ?
Idea:
An example is in the test scene of aresrpg-engine
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