say ive got a heightmap and there is definite walls (or cliffs) in it, is there a way to spread the texture evenly across all surfaces as aposed to just say y planar wrapping it? (which stretches the altitude changes)
altitude wrapping?
spreading a heightmap over a texture evenly
Started by rouncer, Feb 14 2013 05:11 AM
2 replies to this topic
#1
Posted 14 February 2013 - 05:11 AM
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#2
Posted 14 February 2013 - 06:03 AM
hmm, only solution i thought was to craft the uv map instead of the model first, then go backwards... sounds like an interesting way to do modelling... call it "origami"
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#3
Posted 14 February 2013 - 01:27 PM
There were a interesting solution using cubemaps in 2004, but I havent seen many develoeprs using it.
http://vcg.isti.cnr.it/polycubemaps/
Currently most talked about non UVW method seems to be PTEX.
http://ptex.us/
http://disney-animat...ptex-slides.pdf
https://developer.nv...m/siggraph-2011
http://vcg.isti.cnr.it/polycubemaps/
Currently most talked about non UVW method seems to be PTEX.
http://ptex.us/
http://disney-animat...ptex-slides.pdf
https://developer.nv...m/siggraph-2011
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