So I've been messing around working on something. I would like some opinions if possible. Default Coal Load: New Coal Load Material: Bear in mind this is still very early Work In Progress. I've taken these screenshots literally the first time I've gotten the material into the game after constructing it in Unreal Engine. I definitely have some tweaks to make, but I think overall it looks decent. For those wondering, the material is compromised of Diffuse, Specular, Ambient Occlusion, Roughness and Displacement maps, all of which tile seamlessly and were created by me. I will post shots of the material when and if I'm done with it. I would appreciate some comments though. Which one do you think is better? Also, I have not yet, but definitely will check the performance implications of using this material.
Nice job, I thought, that DTG make something similar to bring difference between processed and unprocessed coal but there is no unload services at Moss branch.
Are there even CRR Timetable services where you actually even load coal from the tipples? Or is that just in the Scenarios?
Ultimately, I would adapt this material to all the coal loads (SPG, TVL, etc). I really do wish that like you said, there were 2 separate load types for these hoppers, processed and unprocessed, but unfortunately such is not the case.
Did some more work on it. It is now procedural, so no 2 loads are identical. I do have to tweak the mask a bit because I'm not like the ratios between the layers, but I think it's a solid start.
I must say, while procedural generation avoids monotonous replication, the first version looked more 3D and less like a texture.
I agree, it's because I haven't adjusted the height map of the base layer, so I am assuming it's using 0.5, which effectively makes the larger coal clumps stand out way less (max displaced height at 1.0). When I override the value of that 0.5 with a 0, it will make the larger coal clumps stand out way more which will make it look better. On top of that, I have to tweak the procedural mask so that it results in more of the larger clumps and less of the flat, fine particles.
Sounds good. I'm looking forward to this, because the game-default coal looks like fine black gravel.