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Re: Complex Texture Blending [Re: HeelX] #400535
05/02/12 22:50
05/02/12 22:50
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline OP
Senior Expert
Pappenheimer  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
JibbSmart and HeelX, thanks a lot for your useful inputs.
Thanks especially for the pictures, HeelX, they actually give some insight.
I hope that I find time in the near future to build such models to see how it works out in Acknex.

Re: Complex Texture Blending [Re: Pappenheimer] #401731
05/23/12 19:25
05/23/12 19:25
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline OP
Senior Expert
Pappenheimer  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Re-thinking about the blending of the sand and the grass texture, I think that it is a combination within a multitexture shader of the alpha of the blended textures and the alpha of the blendmap.
Look at the repetition of the grass in the following pic:

A gap with a sharp shape between some blue flowers and a yellow flower is visible at the left and at the right of the pic. It is only slightly distorted.

Re: Complex Texture Blending [Re: Pappenheimer] #401829
05/24/12 21:51
05/24/12 21:51
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline OP
Senior Expert
Pappenheimer  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
A question to the experts:
is it difficult to change one of the multitexture shaders of 3dgs
to use the alpha channel of the textures?

I didn't find anything within the shader tutorial about alpha, and the wiki, the second source where I expected information, doesn't show up.

Re: Complex Texture Blending [Re: Pappenheimer] #401850
05/25/12 08:58
05/25/12 08:58
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Nope, it isn't difficult I think.

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