LukasPJ Posted July 12, 2017 Share Posted July 12, 2017 Hi guys, I have a RC for the new terrain blending algorithm.You can find it here: https://1drv.ms/u/s!AtrTgygwv8wijutDuctc4erqhoSIdQAnd here's a video showing it in action:jTawTt4Lkv0 What is it?If you're not up-to-speed on the work I've been doing, my changes revolve around two major topics. First of all, I've implemented the height-based blending algorithm as described by Andrey Mishkinis, in this article: http://www.gamasutra.com/blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.phpI have implemented that blending technique, using the height information available in the alpha channel of the normal-map. I only need to add it to macro textures as well.Furthermore, I've implemented the changes explained by @JeffR here: http://forums.torque3d.org/viewtopic.php?f=2&t=1032&start=20#p8280Well, except for the composite map, as PBR is not in yet. But the changes to how detail textures and the base texture works are implemented. You can now set the base texture, to be used by the whole terrain, on the terrain object as shown here:http://i.imgur.com/UcPnakF.pngThe diffuse texture still exists, but it is only used to generate the base-texture if you don't specify a base texture directly.I would like feedback on:Bugs, any bugs or things looking weird is always important to know aboutPerformance, how does this build perform in your various scenes/tests?What do you think of this way of using the detail texture? I.e. as a up-close diffuse texture rather than a gray-scale detail texture? Quote Link to comment Share on other sites More sharing options...
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