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Terrain multi-texturing on models? #32167
08/21/04 00:29
08/21/04 00:29
Joined: Aug 2003
Posts: 52
Netherlands
VoodooFactory Offline OP
Junior Member
VoodooFactory  Offline OP
Junior Member

Joined: Aug 2003
Posts: 52
Netherlands
Hi All,

Just a quick question: can you use the terrain multi-texture shader on models too? I'm aware that UV-mapping wise it's a bit more difficult, but is it technically possible?

Thanks,

VoodooFactory

Re: Terrain multi-texturing on models? [Re: VoodooFactory] #32168
08/21/04 20:04
08/21/04 20:04
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
Yes it is possible... And I could think of one way that would give great usage and flexibility utilizing the UV map of the model.

I did a quick one-off to test it and was able to reskin the model applying seperate bumpmaps, detailmaps to select portions of the model. There are a number of ways to assign the blendmaps. Either by alpha or by RGB.

That was a good idea you had there, thanks! If I have time to monkey with it some more I'll post some stuff.

Eric

Re: Terrain multi-texturing on models? [Re: Steempipe] #32169
08/21/04 21:31
08/21/04 21:31
Joined: Aug 2003
Posts: 52
Netherlands
VoodooFactory Offline OP
Junior Member
VoodooFactory  Offline OP
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Joined: Aug 2003
Posts: 52
Netherlands
Great! Thanks! But another thing I was wondering was: does the 'detail' texture get mapped on 90 degrees of the normal? I mean, does it get mapped on just flat on the polygon? Because I've never really seen any pixel stretching on multi-textured heightmaps. This would make the mapping proces a whole lot easier.

Re: Terrain multi-texturing on models? [Re: VoodooFactory] #32170
08/24/04 19:42
08/24/04 19:42
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
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I guess that's why multi-texturing is such a great feature hehe! You just make a couple of seamless textures for your terrain, and depending on the height for example you let the shader decide which texture should be mapped... Though my current experiences are that it's quite slow, I haven't stopped experimenting yet heheh

Cheers


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