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I slightly tweaked the heightmap further and took some screenshots with lots of different shaders.

I tried having some variations in the "glare" with roughness noise, to simulate moisture. I kept it uniform in color to match vanilla, the original photograph used as a base had some twigs and leaves.

Overall it's close to vanilla with enough variety and detail to suit Realaccurate. Depending on how much it will be repeating in natural occurences I might consider adding some CTM random variants.


Shaders:

Chronos Path Tracer (1)
Chocapic v9.1 extreme PBR test 2 (2-5)
Complementary v4.2.1 (6-7)
Continuum 2.1 alpha build 12 (8-9)
Kappa v4.1 (10)
KappaPT P12b (11-12)
MollyVX (13-16)
Nostalgia v4.0 E1 (17-18)
NostalgiaVX P3b (19)
SEUS PTGI HRR 2.1 with GFME 1.5 (20)
Spectrum (21-22)


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