I have encounter an Expected Flaw..
using Texture Blending Alpha masking... the light information on the sand texture lose light information taken from the Mesh.
Mesh
|
\ /
Texture1
|
\ /
White Mask Full Bright. no way we blend with mesh we blend with texture 1 and ligh info is gone from here on.
|
\ /
Texture2 = Mudd = full bright as the Mask over is bright and dont have light info saved.
I hope the above exaplains it.. no light avaiable here lol ?
However Eponny has told me that he used his own light info on Blended terrains... this is probably a big drawback as i am planing to have night and days :D
using Texture Blending Alpha masking... the light information on the sand texture lose light information taken from the Mesh.
Mesh
|
\ /
Texture1
|
\ /
White Mask Full Bright. no way we blend with mesh we blend with texture 1 and ligh info is gone from here on.
|
\ /
Texture2 = Mudd = full bright as the Mask over is bright and dont have light info saved.
I hope the above exaplains it.. no light avaiable here lol ?
However Eponny has told me that he used his own light info on Blended terrains... this is probably a big drawback as i am planing to have night and days :D