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@runevision@mastodon.gamedev.place

Post #2647239

2026-04-05 15:23 UTC

Okay, after a lot of experimentation, I got a result I'm fine with, as a result of: - Darkening grass a bit (and cliffs and paths to match) so it's darker relative to the trees - Darkening the auto exposure so it doesn't make things (especially grass) quite as washed out - Brightening the sky considerably I had thought I needed to make the grass less yellow, but it actually needed to be darker. Before/after images attached.

Replies (4)

  • @runevision@mastodon.gamedev.place possibly relevant, someone once pointed out to me that leaves/grass are more transmissive than they are reflective: if backlit, they are brighter than if they are frontlit. That was a helpful tip in my own efforts to tweak vegetation shading to look realistic.

    Open ##2647250

  • @Feral_3D@mastodon.social 2026-04-05 16:33

    @runevision@mastodon.gamedev.place looks great! I always remember when Peter Jackson was color grading hobbiton, they found that using more yellow caused things to look yellow and a but urine-colored. But adding reds and oranges made it look more warm and peaceful.

    Open ##2647251

  • @runevision@mastodon.gamedev.place for my eyes, I think your colors aren't bad for lush green grass. I like the cards. But what's a bit uncanny to me is seeing this kind of lush grass in a situation like this. To me this is closer to manicured lawn grass than a wild hillside. An unusual juxtaposition. I would expect more variation in length, more weeds, more patchiness. And more types of rocks/bushes scattered. (Unless you're going for a lush whimsical look. In which case you could reference paintings or anime)

    Open ##2647253

  • @runevision@mastodon.gamedev.place specular and reflections/shininess are very helpful here. otherwise you will be in a loop of tuning per view. at least, thats how i do it

    Open ##2647257