Note: This image has been highly compressed and does not accurately represent the full rendering quality of ElectricImage.
Now we're ready to start creating the texture. Double click on the 'terrain' model and open the texture window.

The two maps that are added to the Diffuse Maps section above are what we are going to work on. These two shaders are in the shader directory installed with EI.
First lets look at the Wisp shader. Double click the Wisp shader in the Diffuse Maps window.

Under the projection tab, the scale of the shader can be set. This will control the density or size of the grass pattern. I've set it here to about 1/10 the size of the terrain, but this will depend on the look you want, where the camera is, etc.
Now click the filter tab.

Make sure the 'Blend Mode' is set to Multiply, otherwise the color of the FractalNoise shader won't work, and you'll get B&W grass.
Now click the Specail Tab and open the procedural shader.

Set the settings as above. This gives the grass its 'grass' look for lack of a better description. :o)
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