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Texturing

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Hi, I''ve been looking into detail texturing and had a question. Would detail texturing give results as good or almost as good as if no stretching was done on the terrain in the first place? Its definately an improvement from the stretched terrain but how is it in comparison to terrain that is not stretched at all (e.g. tiled texturing). Thanks alot

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Tiled texturing will look better becuase the detail texture is the same across the entire landscape. With tiled texturing you can have the same amount of detail but each tile can be different.



Author of Power Render (http:/www.powerrender.com)

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quote:
Original post by ChrisE
Tiled texturing will look better becuase the detail texture is the same across the entire landscape. With tiled texturing you can have the same amount of detail but each tile can be different.



What about the 10 height based textures that PR uses. You usually use different terrain textures for different heights. Detail texturing doesn''t fix things drawn directly on the terrain but what about the 10 height textures if they are used? Does it fix them all?

Also, you mentioned that tiled texturing can give the same amount of detail as detail texturing but just to clarify, can detail texturing give the same amount of detail as tile texturing.

Very sorry for taking your time

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quote:
Original post by ChrisE
Tiled texturing will look better becuase the detail texture is the same across the entire landscape. With tiled texturing you can have the same amount of detail but each tile can be different.



Sorry to bring this post up but you mean that the exact same texture will be on the whole landscape? What about the 10 height based texture system PR uses? You mean only one can be used? Sorry but I need to know this.

Thanks

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The base textures can be different. The detail texture is the same everywhere.


Author of Power Render (http:/www.powerrender.com)

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Guest Anonymous Poster
quote:
Original post by ChrisE
The base textures can be different. The detail texture is the same everywhere.



But the base textures are of bad quality since they are stretched?

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Guest Anonymous Poster

How does detail texturing solve the problem? A while back, I read on the forum that detail texturing will solve the problem of stretched terrain but I''ve never head of anyone who would want to make a level made entirely of one single texture.



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Look at the game Black and White. It has a single texture covering the island once, and a single detail texture that repeats many times across the island to give it more detail.



Author of Power Render (http:/www.powerrender.com)

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Guest Anonymous Poster
quote:
Original post by ChrisE
Look at the game Black and White. It has a single texture covering the island once, and a single detail texture that repeats many times across the island to give it more detail.



Ok I understand now.

PR''s terrain engine is about the same concept as Black and White right?

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It kind of works like this. The landscape studio takes several textures for different heights. Then it reads the heightfield and builds ONE texture from all the others. Then it stretches this one single texture over the whole terrain mesh. If you zoom in really close or have a really big (stretched) landscape, then you have a problem where it looks very muddy. The detail texture is kind of like an imprint that''s put all over the terrain so when you get close to a piece of terrain it looks much cleaner. The detail texture can be scaled to your own specifications so you can always make sure it''s not stretched as well. Personally I think it looks quite good, it definitely makes an enormous difference. Some people seem not to like it so I guess it''s a personal thing.

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Guest Anonymous Poster
quote:
Original post by Dahadrael
It kind of works like this. The landscape studio takes several textures for different heights. Then it reads the heightfield and builds ONE texture from all the others. Then it stretches this one single texture over the whole terrain mesh. If you zoom in really close or have a really big (stretched) landscape, then you have a problem where it looks very muddy. The detail texture is kind of like an imprint that''s put all over the terrain so when you get close to a piece of terrain it looks much cleaner. The detail texture can be scaled to your own specifications so you can always make sure it''s not stretched as well. Personally I think it looks quite good, it definitely makes an enormous difference. Some people seem not to like it so I guess it''s a personal thing.


Thanks alot for the explanation. But then I don''t understand why it doesn''t also make the tread mark and things directly drawn on terrain look clean? They are included in the base terrain right? Wouldn''t it help make them cleaner and nicer too?

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Yes it does. The problem might be the texel size on the terrain is too large.

If you draw a single pixel on the terrain it might be larger than your vehicles making the tread mark depending on the scale of things. You just have to find a suitable scale for the terrain depending on what you want to accomplish. If you don''t need soft shadows or drawing on the terrain you can scale the terrain up and rely on detail texturing more.


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