saindd Posted November 23, 2015 Share Posted November 23, 2015 I'm importing a 2048x2048 splatmap texture from World Machine when creating my terrain and associating terrain materials with each channel from the splatmap. It works fine, but the resolution of the painted layers is very very crappy. For example:http://i.imgur.com/kdL3qNI.pngIs this related to the brush resolution in Torque? How can i tweak this? Quote Link to comment Share on other sites More sharing options...
Johxz Posted November 23, 2015 Share Posted November 23, 2015 check the size parameters Quote Link to comment Share on other sites More sharing options...
saindd Posted November 24, 2015 Author Share Posted November 24, 2015 That only changes the detail texture size and how it's distributed. I'm talking about the terrible resolution between the blends there, look at the area between dark and bright textures. No matter which brush i use to try to "cleanup" after the splatmap import, it's just painting some ugly polys. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted November 24, 2015 Share Posted November 24, 2015 do u have an example of what it should look like? This looks to be caused by the base tex size, when u zoom out so far torque uses the terrains basetex as the texture u see on screen, instead of up close detailed textures Quote Link to comment Share on other sites More sharing options...
saindd Posted November 24, 2015 Author Share Posted November 24, 2015 Well, here's a screenshot straight out of the docs:http://docs.garagegames.com/torque-3d/official/content/documentation/World%20Editor/Editors/images/PathPaintAfter.jpg Quote Link to comment Share on other sites More sharing options...
Duion Posted November 25, 2015 Share Posted November 25, 2015 A smooth good splatmap can cover the seams to some extend. Quote Link to comment Share on other sites More sharing options...
Azaezel Posted November 25, 2015 Share Posted November 25, 2015 Did a little poking http://imgur.com/a/SddS8 kinda limited by the 512 demo restriction... What's your meters per pixel import wise? Quote Link to comment Share on other sites More sharing options...
saindd Posted November 25, 2015 Author Share Posted November 25, 2015 2 meters per pixel, 5000 height scale. 2048x2048 maps, PNG 16.Maybe the color range i'm using in the splatmap might be the cause? Quote Link to comment Share on other sites More sharing options...
LukasPJ Posted November 25, 2015 Share Posted November 25, 2015 Terrains in Torque3D uses vertex painting. So the less vertices per meter, the rougher the resolution of the splatmap. I usually use 1 meter per pixel for my terrains, but you have to tweak it to what works for you. Remember that rendering terrains are costly, and you want to use various tricks to improve the looks of the terrain, rather than just cranking up the resolution.It's possible that my advanced blending solution will work when deferred shading / PBR has made its entry, can't say for sure, but you are welcome to check it out:https://github.com/lukaspj/Torque3D/tree/Editor-Integration-For-New-BlendingIt's based on this article:http://www.gamasutra.com/blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.phpBut had the issue that it lost the alpha value between layer batches, so it would only work for up to three textures. Afaik, deferred shading should free up that alpha value, making it possible to implement.The relevant PR: https://github.com/GarageGames/Torque3D/pull/712 Quote Link to comment Share on other sites More sharing options...
saindd Posted November 25, 2015 Author Share Posted November 25, 2015 The problem is that the terrain ends up being really small at 1 meter per pixel, versus a 2048x2048 heightmap. Quote Link to comment Share on other sites More sharing options...
saindd Posted December 4, 2015 Author Share Posted December 4, 2015 Is there any fix planned to support more layers being imported per heightmap? What if, instead of loading RGBA, i only import 8-bit grayscale masks? Instead of combining channels in World Machine, i can export them individually as heightmaps. Would Torque support that? Quote Link to comment Share on other sites More sharing options...
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