Texture Splatting Using SetTextureStageState() and SetRenderState()

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21 comments, last by VladR 10 years, 11 months ago

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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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...

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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