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Multitextured Terrain


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#1 isolier

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Posted 14 September 2005 - 08:35 PM

Hello,

I am trying to get blended multitextured terrain in my current project but I am at a loss as to how to get their. I have googled and searched these forums but can't seem to come up with anything that might help me out.

I am currently only able to texture the terrain one particular texture but I have five textures: water, dirt, grass, sand, rock and snow. I am not sure how to switch between textures depending on the height of the terrain. Should I use each texture in its own texture unit? Or would that combine all of the textures into the final output and basically be all black? Or do I just use one texture unit for all the textures?

Anyhow, any help you can provide whether it be links to a site where this is covered or anything will be very much appreciated. So, thank you in advance.

#2 awood

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Posted 15 September 2005 - 11:40 AM

Here are some good gamedev articles on texturing terrain.

http://www.gamedev.n.../article678.asp (landscape rendering)
http://www.gamedev.n...article2246.asp (texturing heightmaps)
http://www.gamedev.n...malheightfield/ (terrain normals)

#3 isolier

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Posted 19 September 2005 - 05:25 PM

awood said:

Here are some good gamedev articles on texturing terrain.

http://www.gamedev.n.../article678.asp (landscape rendering)
http://www.gamedev.n...article2246.asp (texturing heightmaps)
http://www.gamedev.n...malheightfield/ (terrain normals)
Those are good articles, thanks. I am currently using texture combining and rendering my triangles based on "height groups" if you will with the transparency for each height group set before rendering. Not sure if this is the correct way to go about it though.

#4 KneeDragr

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Posted 21 September 2005 - 02:42 PM

Height of the terrain does not always look good. Try using the vertex normal to blend between textures - thats what we do and it looks great. Another method is to use a large overlay map that covers the entire terrain database ( or perhaps portions if its huge ) that controls how to blend between the textures.

#5 awood

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Posted 21 September 2005 - 06:51 PM

@KneeDragr could you elaborate a bit more on your vertex normal approach to blending between textures. I also notice that I'm not the only Fairfax VA member.

#6 isolier

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Posted 22 September 2005 - 03:35 PM

KneeDragr said:

Height of the terrain does not always look good. Try using the vertex normal to blend between textures - thats what we do and it looks great. Another method is to use a large overlay map that covers the entire terrain database ( or perhaps portions if its huge ) that controls how to blend between the textures.
I have ruled out using an overlay for the map, however I am very intersted in the vertex normal approach. Could you perhaps give some source or pseudo code to elaberate on this method? Thanks in advance.

#7 KneeDragr

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Posted 22 September 2005 - 08:05 PM

Measure the vertex normal and compare it to vertical. The closer it is to vertical use the grass like texture, the closer it is to horizontal use a rock type texture, then have some in-between ranges for other textures if you wish. Throw in detail and macro textures and you can get a very nice image. If this board allowed attachments I would post some screenshots.





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