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#ActualGeneralQuery

Posted 26 March 2013 - 08:45 AM

Your tiled texture will map to a given quad using whatever ratio you choose. The repetitive pattern above a certain minification is expected as this is an inherent drawback with conventional texture mapping. Unless I'm missing something your picture demonstrates exactly what would be expected from tiling a texture across a large surface.

Edit: you can try and rub away the obviousness of the tiling by reducing the ratio of texture space to a given quad (say, a 0.25:1 ratio instead of 1:1) but this obvious repetition will still be visible in large expanses of terrain. A cheap and simple solution is to use low frequency albedo textures (downsample your existing texture set) in combination with high frequency detail textures that are blended in proportionally to the distance from the eye. It won't eliminate the repetitions completely but it can help.

#2GeneralQuery

Posted 26 March 2013 - 08:44 AM

Your tiled texture will map to a given quad using whatever ratio you choose. The repetitive pattern above a certain minification is expected as this is an inherent drawback with conventional texture mapping. Unless I'm missing something your picture demonstrates exactly what would be expected from tiling a texture across a large surface.

Edit: you can try and rub away the obviousness of the tiling by reducing the ratio of texture space to a given quad (say, a 0.25:1 ratio instead of 1:1) but this obvious repetition will still be visible in large expanses of terrain. A cheap and simple solution is to use low frequency albedo textures (downsample your existing texture set) win combination with high frequency detail textures that are blended in proportionally to the distance from the eye. It won't eliminate the repetitions completely but it can help.

#1GeneralQuery

Posted 26 March 2013 - 08:30 AM

Your tiled texture will map to a given quad using whatever ration you choose. The repetitive pattern above a certain minification is expected as this is an inherent drawback with conventional texture mapping. Unless I'm missing something your picture demonstrates exactly what would be expected from tiling a texture across a large surface.

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