這種苔蘚物種的分散資產(chǎn)套件允許創(chuàng)建復(fù)雜的苔蘚表面。為了營造自然般的外觀,我加入了七種不同的物種和石頭。一個(gè)典型的用例是您將包含的 Moss_ScatterElements 作為資產(chǎn)加載以將它們作為實(shí)例粒子發(fā)射或使用任何其他技術(shù)將它們作為實(shí)例散布。包含的 Forrest 場(chǎng)景已準(zhǔn)備好在 Blender Cycles 中渲染,在這里我通過程序分發(fā)了 Moss Scatter Elements。使用此技術(shù)將為您節(jié)省大量?jī)?nèi)存,當(dāng)然,您也可以自由地從中構(gòu)建獨(dú)特的網(wǎng)格。正如您在預(yù)覽中看到的那樣,我添加了一些現(xiàn)成的石頭和苔蘚補(bǔ)丁,這些都是高多邊形,旨在輕松地為您的場(chǎng)景提供獨(dú)特的觸感。Stones 也包含在低多邊形變體中。您應(yīng)該能夠使用內(nèi)置人口工具在游戲引擎中使用苔蘚散布元素和低多邊形石頭。由于苔蘚和石頭僅基于兩種 PBR 材料,因此您可以輕松自定義它們。我包括了 4k 和 2k 紋理集,石頭甚至有 8k,還包括兩個(gè) HDR 環(huán)境。
This scatter asset kit of moss species allows for the creation of complex mossy surfaces. For a nature-like look I included seven different species and stones. A typical use case is that you load the included Moss_ScatterElements as assets to emit them as instanced particles or use any other technique to scatter them around as instances. The included Forrest scene is ready to render in Blender Cycles, here I distributed the Moss Scatter Elements via procedurals. Using this technique will save you a lot of memory, of course, you are free to build unique meshes from it too. I included some ready populated stones and moss patches as you can see in the previews, those are high poly and meant to give a unique touch to your scenes without much effort. The Stones are included as a low poly variant too. You should be able to use the Moss Scatter Elements and low poly stones in game engines with the built in population tools. Since the moss and stones are based on only two PBR materials you can easily customize them. I included 4k and 2k texture sets, the stones even come in 8k, two HDR Environments are included too.