Hi Tony, WindWalkr --
Going back to your Post #55 (WindWalkr):
"Additionally, where a T:ANE-era route might have relied heavily on ground textures, as of TRS19 we've been pushing the use of Clutter and TurfFX for detailed ground cover rather than relying on texturing. Routes which use these technologies appropriately simply don't require the same number of unique textures, as the textures are merely there to form the base layer and not the entirety of the result."
Now, that is very interesting. Mainly because that is what I have been doing with most of my later layouts. I've always tried to use a limited number of textures and I've cut back even more once I became more confident in using TurfFX and now Clutter Effects. If you strip out both as in the images in my Post #26 you will see how much it depends on TurfFX to give the desired result.
Generally I use an overall base layer. Then a darker texture for the re-entrants (valleys, gulleys). Two or three additional textures close to the track and a couple or so more in urban areas. And maybe a darker green texture under trees. Add in three or four TurfFX grass effects. And finally Cluster Effects flowers. The overall result looks like this ("Hoofhearted & Smelz", TRS22, on the DLS):
This is "work in progress":
However strip out the TrufFX and the Cluster Effects and it does look very bland.
Doing it this way does, of course, also hide the jagged of the 10m grid. Which makes me question, at least to some extent, the need for HD grid? But hey, I have to admit that the HD grid does look so much better on a bare boned layout. It just requires a different technique and a lot more care.
Phil
Going back to your Post #55 (WindWalkr):
"Additionally, where a T:ANE-era route might have relied heavily on ground textures, as of TRS19 we've been pushing the use of Clutter and TurfFX for detailed ground cover rather than relying on texturing. Routes which use these technologies appropriately simply don't require the same number of unique textures, as the textures are merely there to form the base layer and not the entirety of the result."
Now, that is very interesting. Mainly because that is what I have been doing with most of my later layouts. I've always tried to use a limited number of textures and I've cut back even more once I became more confident in using TurfFX and now Clutter Effects. If you strip out both as in the images in my Post #26 you will see how much it depends on TurfFX to give the desired result.
Generally I use an overall base layer. Then a darker texture for the re-entrants (valleys, gulleys). Two or three additional textures close to the track and a couple or so more in urban areas. And maybe a darker green texture under trees. Add in three or four TurfFX grass effects. And finally Cluster Effects flowers. The overall result looks like this ("Hoofhearted & Smelz", TRS22, on the DLS):
![TRS22_Hoofhearted%20flowers_03.jpg](https://dl.dropboxusercontent.com/s/zncbyr8vyv9w4ak/TRS22_Hoofhearted%20flowers_03.jpg?dl=0)
This is "work in progress":
![W%26V_NG24_05.jpg](https://dl.dropboxusercontent.com/s/9hm6nn7km7zug21/W%26V_NG24_05.jpg?dl=0)
However strip out the TrufFX and the Cluster Effects and it does look very bland.
Doing it this way does, of course, also hide the jagged of the 10m grid. Which makes me question, at least to some extent, the need for HD grid? But hey, I have to admit that the HD grid does look so much better on a bare boned layout. It just requires a different technique and a lot more care.
Phil
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