@theluthier I’m processing the approach to use for the background and was wondering on the texturing and shading stage, are we to be texture painting or are we free to use procedural shaders?
I thought of your livestream series Creating simple EEVEE environments in Blender the one with Melvin on the beach with his surf board, when you created the islands in the distance, I feel this approach gave a perfect effect for the distant background, but I do remember you trying to use real world scale and the islands where some way off from the focus of Melvin and the beach. Are you ok with a large scene? And the procedural approach, adjusting the shape of the island on the fly with the ‘dynamic’ procedural shader updating with each adjustment.
I’m thinking about mountains in the far distance and the background bushes and trees in the mid distance and then @spikeyxxx team with the foreground, but I am concerned of the effect of the end result of any camera fly through of the scene. It maybe ok if the camera stays low to the ground.
Any thoughts from anyone?