Hello WM community!
I’m currently struggling with a workflow for designing small features that I want to keep it’s properties as I scale them down in XYZ.
My current workflow is to design them as small as possible while still getting reasonable look-feedback in 4k. Then I create a master scale parameter, then using scalar arithmetics to proportionally adjust every feature I think will impact scale, as I scale down the master parameter.
Purpose:
To design features in a reasonable size in the preview window, and then scale them down to required detail level.
Problem:
When I render scale down, with even with quite simple device networks, nothing keeps its look.
Practical Description:
I’m working on terrain 12x12km, (8k build res) and I have designed some fancy looking sand dunes. The issue is that they are averaging 200m between dune-tops, and I would like them to average more like 20m. When i Parameter-scale them down, even very simple device-networks fail to produce desired results.
Anyone have thoughts or solutions to this problem? I find the master parameter->arithmetic workflow really unreliable…
Perhaps:
Pre-generate a tiling texture, scaled in photoshop?
Can any tricks be done with the extents? Render hi-res to library and scale down?