@runevision@mastodon.gamedev.place
Post #2647239
2026-04-05 15:23 UTC
Replies (4)
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@mattpharr@mastodon.gamedev.place 2026-04-05 16:25
@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.
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@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.
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@protowlf@mastodon.gamedev.place 2026-04-05 17:44
@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)
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@benthroop@mastodon.gamedev.place 2026-04-06 02:51
@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