Vertex paint in max to irrlicht
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Vertex paint in max to irrlicht
Hey everyone,
Is there a way the vertex painting from max can be brought into irrlicht on a terrain mesh, then used to do texture splatting?
Also, ahem, I don't know how to write (or read) shaders yet, can anyone point me at anything for the COMPLETE shader newbie?
Cheers
Is there a way the vertex painting from max can be brought into irrlicht on a terrain mesh, then used to do texture splatting?
Also, ahem, I don't know how to write (or read) shaders yet, can anyone point me at anything for the COMPLETE shader newbie?
Cheers
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Hi Frosty,
It's for a very large terrain, so I can have higher definition masking in some areas by tessalating the mesh only in that area. More verts = finer blending.
The problem with an alpha texture is that it's one resolution across the entire mesh.
Nothing, and I mean NOTHING in 3D has given me such an endless amount of grief as trying to get simple vertex color masking going from max to a game engine.
It's for a very large terrain, so I can have higher definition masking in some areas by tessalating the mesh only in that area. More verts = finer blending.
The problem with an alpha texture is that it's one resolution across the entire mesh.
Nothing, and I mean NOTHING in 3D has given me such an endless amount of grief as trying to get simple vertex color masking going from max to a game engine.
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With the B3D export having vertex colors, is that only rgb and a? Or can you have more than 4 different textures?
My goal is to be able to paint a mesh in max with vertex painting, laying down multiple map channels each with a different vertex color mask painted in it, then export it as an x mesh, then find a shader that lets me do multiple passes in irrlicht rendering a different texture for each vertex color mask layer.
To be honest, I've just about had it with shaders and am thinking about figuring out a way to manually compile multiple bitmaps and masks on the fly in a geometry clipmap setup
My goal is to be able to paint a mesh in max with vertex painting, laying down multiple map channels each with a different vertex color mask painted in it, then export it as an x mesh, then find a shader that lets me do multiple passes in irrlicht rendering a different texture for each vertex color mask layer.
To be honest, I've just about had it with shaders and am thinking about figuring out a way to manually compile multiple bitmaps and masks on the fly in a geometry clipmap setup
Last edited by ultramedia on Thu May 15, 2008 1:57 pm, edited 1 time in total.
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My main beef with vertex colors is only being able to have 4 different textures (the rgba channels). Max lets you create multiple map channels of vertex colors (not limited to four), I just wanted to be able to use these to build up masked textures on a terrain mesh.
Anyway, after doing an awful lot of surfing, I think I'm asking/expecting too much of vertex colors for masking textures, I'm going to do some tests this weekend with some other non shader based approaches/techniques I've been thinking about...
Anyway, after doing an awful lot of surfing, I think I'm asking/expecting too much of vertex colors for masking textures, I'm going to do some tests this weekend with some other non shader based approaches/techniques I've been thinking about...
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Ok, you want to define 4 256-steps alpha masks in one vertex color? Well, I don't think you can do more in one color, because vertex colors are restricted to 32bit. But you could also use less alpha steps and say 16 steps are enough, hence get 8 texture belnding possibilities. OTOH Irrlicht does only support 4 textures per material, so it would make more sense to ad some tiling to your terrain and use separate materials to mix more textures.
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Here's a guy who can explain a lot better what I'm trying to say:
http://tminus5.50g.com/terrain/terrain_a3.htm
http://tminus5.50g.com/terrain/terrain_a3.htm