Texture Splatting & Multitexturing
Sorry if this question seems simple but i'm not getting the diference between texture splatting & Multitexturing. My impression is that texture splatting is multitexturing.
For example in the case of terrains i've seen two diferent ways of applying multiple textures: one uses a big alpha map with 1-4 channels where each channel is used to indicate the contribution of the corresponding textures in each parte of the terrain. That i think is tipically called multitexturing. The other way uses only tiled textures and one of the textures is an alpha map.
Is this correct, or i'm more confused than i think :-)
Tnks to any help
Multi-texturing is a general term meaning the use of multiple textures per-pass and is not specific to terrain.
As far as texture splatting, there are a number of ways to go about it, and they all use some form of multi-texturing.
A naive implementation is to do as you say and use a large texture as an alpha blender for lerping between the various textures. Alternatively you can use per vertex information so additional texture stages are not needed.
Such simple methods may have been fine a few years ago, but now I think more is needed. Fractal noise can be used for a more detailed blending, and slope and altitude can be taken into account..
As far as texture splatting, there are a number of ways to go about it, and they all use some form of multi-texturing.
A naive implementation is to do as you say and use a large texture as an alpha blender for lerping between the various textures. Alternatively you can use per vertex information so additional texture stages are not needed.
Such simple methods may have been fine a few years ago, but now I think more is needed. Fractal noise can be used for a more detailed blending, and slope and altitude can be taken into account..
Quote:Original post by Matt Aufderheide
Multi-texturing is a general term meaning the use of multiple textures per-pass and is not specific to terrain.
As far as texture splatting, there are a number of ways to go about it, and they all use some form of multi-texturing.
A naive implementation is to do as you say and use a large texture as an alpha blender for lerping between the various textures. Alternatively you can use per vertex information so additional texture stages are not needed.
Such simple methods may have been fine a few years ago, but now I think more is needed. Fractal noise can be used for a more detailed blending, and slope and altitude can be taken into account..
Ok tnks a lot i think i get it now :)
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