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Texture splatting on models
Topic Started: May 5 2009, 03:18 PM (973 Views)
Gandalf20000
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Despellanion
May 6 2009, 08:09 PM
Actually, having one single, big texture would be more efficient than having several smaller in my case for the terrain model. But yes, for big terrains it is recommended to use the terrain rendering system.
Well, it's not that it wouldn't be more efficient, it just that my graphics card physically will not render textures larger than 4096x4096.
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saijee
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Do it like Shiggy would:

Posted Imagehttp://www.tdubel.com/artikkelit/kuvat/emulxbox/pelit/n64/mario64_3.jpg

Look at where the dirt connects to the grass, you can only really tell if your trying to look for it, Nintendo Games have done this for years, and people don't complain.

If all your doing is just a road like this, you can do it as simple as this, but if your doing something like a ledge or cliff, you can do it a bit differeant, in where a nice transformation would have 3 textures:

texture A, Texture B, and the mean of texture A and B

So the ledge example could be:
A=grassy top
B=rocky edge
Mean=rocky edge with grassy frills near the top of the texture.
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Reikyrr
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hepolite
May 6 2009, 08:45 PM
And how would I be able to add the terrain rendering onto a a terrain like this:?
http://i41.tinypic.com/2ps2h48.jpg

And that's just a small part... It's tons of cliffs and caves further up along the river.
And the place where the grass suddenly turns into rock is just what I want to avoid.

The texture size is 256*256 and they're all .jpg files.
same, just uwv map it correctly.
@saijee, thats what I suggested.
Edited by Reikyrr, May 6 2009, 11:49 PM.
~Inspirational quote~
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Despellanion
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Gandalf20000
May 6 2009, 09:38 PM
Despellanion
May 6 2009, 08:09 PM
Actually, having one single, big texture would be more efficient than having several smaller in my case for the terrain model. But yes, for big terrains it is recommended to use the terrain rendering system.
Well, it's not that it wouldn't be more efficient, it just that my graphics card physically will not render textures larger than 4096x4096.
That's a bummer. What kind of card to you have? I can render that scene in U3D at full fps without any drops.
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skarik
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I just remembered. If you play Zelda : OoT on an emulator, you get zbuffer issues sometimes, and you can see how they did texture transitions. If you turn a certain option off in Half Life 2, you can see that they used the exact same technique for blending textures (besides the splatting) when textures don't match up.

The answer : OVERLAYS.

If you've got Hammer 4 installed (the Source version), check out the overlay entity. If you don't, head down to the Valve Developer Community and look them up. In fact, I feel so nice, I'll look them up for you.

Overlay Topic
Image to demostrate them

Plus, you can keep your minuscule textures. Nifty, right?

Now, why the hell didn't anybody else come up with this?
Blog|EHS
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Dr. Best
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skarik
May 7 2009, 03:24 AM
I just remembered. If you play Zelda : OoT on an emulator, you get zbuffer issues sometimes, and you can see how they did texture transitions. If you turn a certain option off in Half Life 2, you can see that they used the exact same technique for blending textures (besides the splatting) when textures don't match up.

The answer : OVERLAYS.

If you've got Hammer 4 installed (the Source version), check out the overlay entity. If you don't, head down to the Valve Developer Community and look them up. In fact, I feel so nice, I'll look them up for you.

Overlay Topic
Image to demostrate them

Plus, you can keep your minuscule textures. Nifty, right?

Now, why the hell didn't anybody else come up with this?
That is what Ultimate 3D 2.1 does for the terrain, if pixel shader support is not available ^_^ .
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Reikyrr
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isnt this: "make fading texture to cover up," the same as an overlay, since it "covers up" (offcourse you need a mesh to follow the surface)?
Edited by Reikyrr, May 7 2009, 12:15 PM.
~Inspirational quote~
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Gandalf20000
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Despellanion
May 6 2009, 11:52 PM
Gandalf20000
May 6 2009, 09:38 PM
Despellanion
May 6 2009, 08:09 PM
Actually, having one single, big texture would be more efficient than having several smaller in my case for the terrain model. But yes, for big terrains it is recommended to use the terrain rendering system.
Well, it's not that it wouldn't be more efficient, it just that my graphics card physically will not render textures larger than 4096x4096.
That's a bummer. What kind of card to you have? I can render that scene in U3D at full fps without any drops.
The card is a nVidia GeForce Go 6400. 256 MB video RAM, and I think (I could be entirely wrong, though) the card is clocked at like 400 or 500 Mhz. I'm on a separate computer right now, though, so I can't check. It supports Shader Model 3, but that's about where the good stuff ends. It doesn't properly render the cloud shader from the Tech Demo, it doesn't support hardware accelerated vertex tweening (so because of Dr. Best's failsafe in the event that this doesn't happen, it uses software vertex tweening and software vertex processing), so it actually slows my stuff down, and as we already know, it has a texture size limit of 4096x4096. It's a real pain in the butt. The laptop itself is a Sony Vaio VGN-S660, so it's almost 3 years old.
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hepolite
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I think I'll go for the method with two textures merged to one.

Thanks for your suggestions and help.
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