How can I make a simple, irregular floor surface to shadow cast onto (as image below - please ignore highlighted red ellipses) which can emulate the look of grass, pebbles, etc…?
I’ve tried displacement mapping, but I just get a crazy mass of pyramids, even with the disp level set low.
I don’t need accuracy - I just want to break up the edge of the ground shadow appropriately depending on where the character walks. Surely there’s an easy method for this…?
My understanding is that normal mapping is just a render effect, the surface isn’t physically distorted, and shadows falling on them will apppear flat…I could be wrong though…
Currently the only option I know that will work is adding a mesh for the ground and subdivide a gazillion times - maybe with a fractal subdivide - then apply a subsurf, maybe converting back to mesh after that. (!)
I’m just reluctant to add so many vertices for a fairly minor effect.
I guess the next level of complexity would be to model a plane with subdivisions (But not thousands !) so that it matches the line of the ground and rise slightly where the grass meets the pebbles, and dips dowl a little as it goes into the grass. That way, the shadow will, at least, follow the shape of the terrain if not the texture.