When setting diffuse textures with alpha in TerrainLighting.j3md, the result isn’t the desired one. This is because it doesn’t take in account the alpha of those when mixing. The solution can be seen here.
It transforms this:
into:
Which is a more desirable effect.
Seems like a nice feature indeed.
This is the one i like the most. I have quite a few terrain equations on my bookmarks these days…
Wow, that’s a great technique! Looks very straightforward to implement too.
I remember someone doing this in jme a while back. Anyone remember who?