Terrain Tiled Texture Issues

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17 comments, last by Norman Barrows 10 years, 11 months ago

I don't see what is the problem on first image, might be same as second. When you draw something with some states enabled you might want them to be disabled for other things that you render afterwards. Without seeing some code it is hard to tell where did you messed up.

One more thing that I want to add is 'bump map', how should update the Pixel Shader to add bump map as the 6th texture?

Seriously? You can not expect one to solve all your problems?

Maybe its time for you to experiment and research on your own, don't you think?

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Seriously? You can not expect one to solve all your problems?

Maybe its time for you to experiment and research on your own, don't you think?

I have been doing research for awhile, I wouldn't be able to accomplish all of that if I didn't.

I think a bump map can be applied by multiplying another texture in Pixel Shader? Am I right?

Its not just multiply, there is a bunch of other things that must be set to "enable bump mapping".

Okay, finally before we end this post

Here is the detail texture that I'm using:

[attachment=15240:Detail.jpg]

Code for scaling detail map and others textures:


D3DXMatrixScaling(&texScale, 20.0f, 20.0f, 20.0f);
D3DXMatrixScaling(&detailScale, 2000.0f, 2000.0f, 2000.0f); // ***** If I used a smaller value, I would get a blurry quality *****

The results:

[attachment=15241:detailp.png]

As you can see, the detail map tiling is noticeable, what's your advise to improve that?

To reduce tiling "noticeability"

1. Partition your terrain mesh into multiple pieces (be careful with texcoords at "borders"), each with its own blendmap and/or detailmap

2. Add grass, buildings, trees, rocks...

3. Use different materials/shaders

...

img01.jpg

img02.jpg

You might want to subdivide it more then shown on image.

Isn't there any way to do that without creating more than one terrain?

I only want to be working on one single blending map.

I see you have huge terrain, so with one blend map you then need very high resolution texture for result to be somewhat acceptable, apart some other issue that will occur. All in all i would not recommend that approach.

When you partition terrain mesh you also partition blend map into multiple textures that tile/repeat are "connected" seamlessly, i don't see problem with this.

There is probably other solutions, but i didn't research much about terrain rendering so i would not know.

Greatly appreciate your persistent help.
Thank you!

i use a very different approach and get very good results.

the ground is drawn one 10 x 10 quad at a time. a "pattern map" says which quad gets which texture. with just 4 tileable textures, i can get really nice results. no seams, no moire' patterns, no blending, no shaders, just fixed function pipeline.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

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