Hi Bob
In this case it appears you might be using the heightmap to push the details too far in, so that when you have heightmaps turned off (shader set to 'standard'), the ballast ends up covering everything.
A way to think of this is that when you have shader set to 'standard', the visuals will be the equivalent of the heightmap set to RGB=255,255,255 over the entire texture. 255,255,255 is the 'top' of the surface, and 0,0,0 is the 'bottom', with the greys between being heights between.
From this, I'd suggest that you check how 'light' your heightmap is. To give the best chance of the ballast not covering the entirety of everything with shader set to standard, you'll want the light bits as close to RGB=255,255,255 as possible.
To put it another way, the top of the highest point/rock in your texture should be around RGB=250,250,250 (giving you a little leeway above just in case). The difference between the lightest and darkest part of the texture should remain the same, you just need to make it 'lighter', just not so light as to start clipping the ends (that'll give you flat bits).
Regards
Zec:
While I appreciate the reply and information, I am even more confused now with this explanation. Where is an article published by you all about all this and giving texture examples?
If I read you correctly, you are telling me that only dark ballast will work here, which explains why the ballast for all the built in TRS19 Jarrah track is dark, and sometimes too much so. That means my light ballast will not work in this situation?
I wish I had known all of this before! Now I have to go back, re-do everything, to make my track work for both PBR parallax and non-PBR parallax use. That means re-doing 90 meshes, which is what it takes to make a TRS19 procedural track with three LOD levels. In my opinion you all are just making things more and more complex for all of us content developers out here, especially when you throw in LOD requirements on top of everything else (ie; PBR, Non-PBR, Snow mode, shiny track, rusty track, track with ballast, track without ballast, track only, etc).
Anyone else confused by all of this?
BTW it would be really helpful if you would make all of the source code and textures for the <kuid2:661281:44274:1> TRS19 Trk Jarrah 6 - Library available as part of that procedural track creation tutorial at:
http://online.ts2009.com/mediaWiki/index.php/HowTo/Build_Procedural_Track_for_T:ANE
Bob
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