Planar Texture mapping in a terrain mesh
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- Posts: 62
- Joined: Wed Jun 09, 2004 5:51 am
Planar Texture mapping in a terrain mesh
Hi, has anyone tried to do planar texture mapping on a terrain mesh? The end result is not much different from the texture one gets by letting the function generate it by itself . Is there an easy way to tile a texture all over a terrain? Or do I have to keep setting the TCoords in the geometry function?
a normals based solution is way more accurate. But in art uvmapping tools, it forces more seams.
Usually the automatic uvmapping solutions based on normals direction (like u project the plannar basing on normal direction, of course, "camera" ortogonal to the normal) do force much more seams: usually what is made to reduce seams, is just do an "average" of face normals for a region of faces, till a threshold. If a face surpasses that threshold, then it passe to be in other region-group. This keeps out most distortion, just a bit (as you of course are making the camera almost ortgonal to the faces, but not totally) at same time that puts very few seams (breaks where uv groups have their limits)
The trick is get the most distrotion free (~faces paralell to "camera-that-proyects-the uv mapping rays"(speaking in theory, that camera does not exist) ) while the bigger connected faces forming an uv big chunk.
As it will make texturing easier, and doable.
Deep Uv, and before, Dee Texture Weapons, had this, you always had to sliders, one for distortion produced, one for number of seams.The more seams, the more distrotion free, but harder to texture. A lot of distortion makes also imposible texturing (all planar does bad texturing in areas like vertical walls, or just not horizontal faces)
so, u may have to make average of normals in a region, group them as they are in real 3d and do a uv chunk with it. And so on.
But if u get something like that..u may sell it later I don't see any uv mapper doing this well...
Usually the automatic uvmapping solutions based on normals direction (like u project the plannar basing on normal direction, of course, "camera" ortogonal to the normal) do force much more seams: usually what is made to reduce seams, is just do an "average" of face normals for a region of faces, till a threshold. If a face surpasses that threshold, then it passe to be in other region-group. This keeps out most distortion, just a bit (as you of course are making the camera almost ortgonal to the faces, but not totally) at same time that puts very few seams (breaks where uv groups have their limits)
The trick is get the most distrotion free (~faces paralell to "camera-that-proyects-the uv mapping rays"(speaking in theory, that camera does not exist) ) while the bigger connected faces forming an uv big chunk.
As it will make texturing easier, and doable.
Deep Uv, and before, Dee Texture Weapons, had this, you always had to sliders, one for distortion produced, one for number of seams.The more seams, the more distrotion free, but harder to texture. A lot of distortion makes also imposible texturing (all planar does bad texturing in areas like vertical walls, or just not horizontal faces)
so, u may have to make average of normals in a region, group them as they are in real 3d and do a uv chunk with it. And so on.
But if u get something like that..u may sell it later I don't see any uv mapper doing this well...
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- Posts: 62
- Joined: Wed Jun 09, 2004 5:51 am
Either I didnt understand what u said, or I got the lingo wrong (I'm still kinda new at this stuff)
What I want to do, is to be able to map a different texture to every single square in the terrain mesh. I already go it working so that I can tile 1 texture all over the mesh(or a random number of textures every processed chunk), but every time I try to mess with individual squares, textures decide to go to hell in a hand basket!
here's a link to a picture of what I get
http://www.geocities.com/asterisk_man82/
it's the picture on the right, the actual size picture's on the lower right corner.
What I want to do, is to be able to map a different texture to every single square in the terrain mesh. I already go it working so that I can tile 1 texture all over the mesh(or a random number of textures every processed chunk), but every time I try to mess with individual squares, textures decide to go to hell in a hand basket!
here's a link to a picture of what I get
http://www.geocities.com/asterisk_man82/
it's the picture on the right, the actual size picture's on the lower right corner.