Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Texture Splatting Using SetTextureStageState() and SetRenderState()


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
22 replies to this topic

#21 Medo3337   Members   -  Reputation: 675

Like
0Likes
Like

Posted 25 April 2013 - 04:13 AM

Thanks :) Working very well now!

 

The only problem now is with the tiled texture (it doesn't look realistic because of tiling), I heard I could apply noise map, any idea how I can apply it to the current work?



Sponsor:

#22 belfegor   Crossbones+   -  Reputation: 2692

Like
0Likes
Like

Posted 25 April 2013 - 04:25 AM

I have no idea, you'll have to research those techniques.

It should be less noticeable when you add buildings, rocks, grass, shrubs, trees, various props...



#23 VladR   Members   -  Reputation: 722

Like
0Likes
Like

Posted 25 April 2013 - 07:50 AM

The only problem now is with the tiled texture (it doesn't look realistic because of tiling), I heard I could apply noise map

Forget about noise map. There's only so much a noise map can do.

 

If you really want to break the repetition, solve the actual original problem - reusing same material in each terrain chunk.

 

You want to look into procedural texturing.

 

Rough Algorithm:

 

1. For Each TerrainChunk

2.    Create New Empty DiffuseTexture (512x512)

3.      Lock The Surface

4.      CalculateTexels ()

5.      Unlock The Surface

 

What about CalculateTexels () ?

1. Start with assigning texels based on elevation : Blue at 0%, Brown from <1%,25%>, Green <26%,50%>, Grey <51%,95%>, White <96%,100%>. This shouldn't take more than one afternoon.

 

2. Then, when this works, create more complex rules with more colors and better transitions between separate layers.

About 8 yrs ago, on a FixedFunction HW (either GF2 or GF3, can't remember correctly ATM), using DX 8, I came up with few rules (through some experimenting) that gave me this scene - I think I was also using a blendmap there to get some high-frequency detail:

ScreenShot005.jpg


VladR    My 3rd person action RPG on GreenLight:    http://steamcommunity.com/sharedfiles/filedetails/?id=92951596

 





Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS