Blender Ground Shader Setup

Monday, November 21, 2022 at 04:47 AM

Creating the Drylands for my Age Of Singularity Ultima VI fan recreation side project. I finally got my Blender ground shader working so I can paint the landscape from an aerial view but still have "grain" in the ground when walking around. Breaking up the textures, even when you're staring right at them in first-person, helps with player orientation and scale of the world. It's especially important in VR (which is a long-term goal to target as well).

The rolling dunes of the Drylands, 3D-modeled.

The rolling dunes of the Drylands, 3D-modeled.

Hopefully I can remake this Blender shader using the Shader Graph in Unity's URP. In Blender the shader uses a GrainTile texture, which is a noisy middle grey texture and combines it with the land Metapaint texture, set to Overlay mode at 100% in the shader.

 High up view of the tiling Britannian world.

High up view of the tiling Britannian world.

This cool material quickly gives a look that is easy to alter and also looks good at ground level and far away/high up. It means I can just paint sand, snow, swamp, etc. onto the ground, and it still gives a nice "vibe" without needing their custom texture tiles yet.

Here's the original fb UDIC post.

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