
Each subgradient is 25% of the total gradient. For the first gradient map we created, create a gradient that is split up into 4 subgradients through the use of gradient stops.Create a mask for the Gradient Mapped Clothes group that combines all masks of the child groups, so that the mask shows the portion of the texture that represents all clothing.Create 3 gradient map layers under the Gradient Mapped Clothes group, above the 4 clothes groups as follows. For this example, we will create 3 gradient maps. We now need to create a gradient map that will become a “palette”.The clothes are now uniquely identified by the range of their luminosity values. The darkest part of the Legs group is still lighter than the lightest parts of Torso 1. Turning visibility on for the luminosity map layers should show the Legs part of the texture is the brightest.instead of Torso 2 starting at 64 and ending at 127, it starts at 69 and ends at 122, giving padding of 5 at either end of the range.
#TRAIN SIMULATOR 2014 TORRENT FULL#
These values are roughly 25% of the full range, with padding to compensate for texture compression artefacts. 0.63, 64.127, 128.191, 192.255.įor Torso 3, change the luminosity map’s gradient by clicking the black/white circle on the layer.Change to a greyscale gradient from 0 - 58 for each RGB value. The “ Luminosity Map” layers will be used to map the values 0 - 255 to a quarter of this range, i.e. Next, we want to adjust the luminosity for all 4 groups of the clothes group, so that each group has a unique range of luminosity. Repeat this for the other 3 groups in the “Gradient Mapped Clothes” group, so that 3 parts of the texture are for 3 different parts of the torso (e.g.Delete the mask on this new layer, as we only care about the group’s mask as a whole. This layer should be above the legs greyscale layer and named “ Luminosity Map”. Also in the Legs group, create a gradient map layer (From the menu bar, Layer -> New adjustment layer -> Gradient Map.).Add a mask to the Legs group to isolate the part of the texture that will represent the trousers and shoes. Under the Legs group, we’ll create a greyscale layer for luminosity values for trousers and shoes.4.1 Screen Space Decal Material Blueprint.1.3 Combining Terrain with Network Geometry.
