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Texture Splatting Using SetTextureStageState() and SetRenderState()


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#21 Medo3337   Members   -  Reputation: 680

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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?



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#22 belfegor   Crossbones+   -  Reputation: 2722

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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

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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

 





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