Hi everyone, Totally stumped....I have now got black grass.....If I drive on it, dust and tracks are there, but no textures. I had it change on me and now have no idea what to do next. Any tips would be great.... I am using Multi layer grass / dirt as in my lakeside track and it is perfect. I think it has something to do with the polys or vertices... Here is a pic...
The multi layer grass texture will go black if the vertices colour is white. Start this black verts and you get the first texture. Paint the verts green brings out the 2nd texture Paint the verts red brings out the 3rd texture Paint the verts blue brings out the mult texture Using different blends of each colour brings out different % of each layer.
Thanks for that At the moment I have gone back to T1 to edit the road and terrain together. Once that is done will re-try the correct settings. Thank you
I should have mentioned it before BUT ... If you haven't seen the new terrain shader PDF then you must check http://imagespaceinc.com/downloads/rf2/modsresources/rF2_Terrain_Shader.pdf
If you edit (add/reduce polys/verts) to your mesh, which contains Terrain Shader and have already vertex-paint on it, then you have to re-paint it, because vertex data is no longer valid.
I've read about this, but it doesn't seem to affect me. I can add, reduce, split, combine mesh. Vertex color stay. Incase of adding or reducing vertex, vertex colors are smoothed to the surrounding vertex or added vertex. Some minor touch up needs to be done. But with shaderfx i can do this on the fly, without exporting and checking in the viewer. IMO: not bad for a cornflaks (cereal) workflow. Issue might be fix with new version of 3dsMax.
This actually depends a lot of your polygon topology, where (on your mesh) you have done vertex coloring and where you add verts. For example.. If you have colored terrain/asphalt edge to T2 and add verts to your edge, it affects alot . Then its faster/easier to clean all vertex coloring and start over. For larger terrain mesh (somewhat even polygon topology), where you add verts middle of the mesh, it smooth out pretty good, if there is no (very) long triangles.