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Re: What are you working on? [Re: oliver2s] #436970
02/06/14 16:59
02/06/14 16:59
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
standard looks a lot better, but this is mostly because you use one texture for triplanar mapping. Of course the top of a rock looks different than its sides, so you should use another texture for the xz and yz plane (z pointing upwards), which has mostly vertical wrinkles.


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Re: What are you working on? [Re: mk_1] #436971
02/06/14 17:07
02/06/14 17:07
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
You might be right, but using different textures for different angles would be over the top. I think I will use the standard mapping now.

Re: What are you working on? [Re: oliver2s] #436972
02/06/14 17:12
02/06/14 17:12
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
User
BoH_Havoc  Offline
User

Joined: Jun 2004
Posts: 655
to your left
As i was working on a terrainshader last year, here's some more ideas that might help in improving the overall look.

Adding noise and optional heightmaps to your splatmap can really improve the look of your final texture. Especially rocks benefit from this technique:

original


noise on splatmap fetch and heightmap for better blending (gives a more 3d-ish look and creates "small rocks")


since we already have the heightmap for our rocktexture, we can also create ambient occlusion in texture space very cheaply so the rocks aren't peter-panning anymore. (ambient occlusion has been overdone in this image to show the effect. The final effect should be a lot more subtle)



Another thing to note is that there isn't a holy-grail-blendmode for mixing the final texture. In fact, it makes sense to create different blendmodes for different types of materials. For example mud mixes with it's surroundings, while sand and snow lays on top of things. Generally speaking, start thinking in layers and have a look outside to see how different materials react with each other. In the end it all comes down to the question: "Will it blend?" grin

original snow, using "default" blending


fixed snow, using replace instead of mix


final snow with noise on splatmap lookup



Creating a nice terrain shader really is a neverending story. Almost as bad as creating "perfect" shadows. laugh
I'm not saying you NEED to implement any of this, just thought i'd share some of the stuff i did while working on my masterthesis in 2012/2013 laugh

[edit] Re-Reading this, i got pretty off-topic and this hasn't much to do with your original problem...oh well grin

[edit2] Also, to create a more "random" and less tile-ish look for your diffuse texture, you can use a cheap trick (if you aren't already doing that anyway). Fetch your texture with original scale/tilingfactor. Then fetch them a second time, this time without/less tiling/scaling. Now create your final diffuse output using this formula:
Code:
finalTexture = (texture * (scaledTexture*f+(1-f))) * (1+f)
Example: (normalTexture * (scaledTexture*0.75+0.25)) * 1.75



Hope some of this stuff helps laugh


Shade-C EVO Lite-C Shader Framework
Re: What are you working on? [Re: BoH_Havoc] #436973
02/06/14 17:27
02/06/14 17:27
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Joined: Aug 2002
Posts: 3,258
Mainz
The idea with the noise map looks really good. Never thougth of this. Thank you for sharing.

Re: What are you working on? [Re: oliver2s] #437002
02/07/14 16:51
02/07/14 16:51
Joined: Jul 2013
Posts: 158
F
Feindbild Offline
Member
Feindbild  Offline
Member
F

Joined: Jul 2013
Posts: 158
Havoc, is that terrain shader/system available somewhere..? :3

Re: What are you working on? [Re: Feindbild] #437007
02/07/14 19:26
02/07/14 19:26
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Quote:
fixed snow, using replace instead of mix

What do you mean by that? I mean it still looks pretty much like a linear interpolation, but with the blend map having a steeper transition?

Re: What are you working on? [Re: Slin] #437086
02/09/14 04:23
02/09/14 04:23
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
an wild fence appears... dumiimmidumimiidumumidum...
(The Ground Texture is just an placeholder!)


Feedback?


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: What are you working on? [Re: Slin] #437092
02/09/14 08:29
02/09/14 08:29
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
Originally Posted By: Slin
Quote:
fixed snow, using replace instead of mix

What do you mean by that? I mean it still looks pretty much like a linear interpolation, but with the blend map having a steeper transition?


I think simply the snow tilemap gets always max weight in blending calculation, even if other tilemaps have a non-zero blending value. it seems to be a good idea to put it into the terrain shader to make blendmap creation easier...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #437162
02/10/14 19:31
02/10/14 19:31
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline
Serious User
pegamode  Offline
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
We just finished the next character model for our Meteor Mess project:


Re: What are you working on? [Re: pegamode] #437163
02/10/14 19:38
02/10/14 19:38
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
@pegamode
Really nice models, these last ones you posted. I like your game's art style.(Let alone someone liking it, having a distinctive art style is a big deal wink )


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