The color for detail objects are set in the detail settings using the 'Healthy' and 'Dry' colors. These colors are blended based on a noise texture that is spread out over the terrain. Therefore, some parts will use the Healthy color, while other parts use the Dry color. The Noise Spread value determines the size of this noise.
There are two different coloring methods to pick from. The coloring method is loaded based on the material that is used by the detail object. (Read the Material Editor article on how to set the color method)
|If the HSL color method is used then the colors and noise spread are loaded from the material, and the detail settings are ignored.|
- Tint. This is the default coloring method used by Unity and Nature Renderer. The Healthy and Dry colors set in the detail settings are multiplied with the texture of the object. The result is that the object will be slightly tinted with this color. For example, here is the Dry Color set to red:
- Hue, Saturation, Lightness (HSL). A more advanced coloring method used by Nature Renderer. This allows for more accurate and more extreme color corrections. When this method is used, the Healthy and Dry color set in the detail settings are ignored. Tweak the color in the material instead.
This method is useful for projects that rely on Physically Based Rendering, because it allows you to change the material (albedo) color without affecting the lightness or saturation. This makes it easier to keep the albedo in the correct range, even for extreme color changes. For example: here is the same grass as above that uses a hue variation on the grass to change the grass color to purple.
As a comparison, here is the same color correction using the Tint method. Notice how it is not possible to get the correct color and how the color darkens a lot because it is being multiplied with the texture color: