Multitexture
Contents
A method for blending multiple textures together on the same mesh, by painting a mask between them. Often Vertex Color is used to control the blending because vertex color is fairly cheap. Or a mask bitmap can be used because it gives more control and avoids the gradient artifacts of per-vertex blending.
texturing a race track thread on Polycount. Texturing ideas for race track pavement.
Multitexturing and decals? thread on Polycount. Multitexturing methods explained.
Dark Sector multitexturing by Mario 'Strangefate' Vazquez, Polycount thread here, some explanations here. Using vertex blending to multitexture gritty urban scenes.
UDN - Three - Terrain Advanced Textures by Epic Games. Multiple methods for multitexturing terrain in the Unreal 3 Engine.
Modulation Blending
This method adds more detail to the blend area, by mixing in additional grayscale textures, usually height maps. These maps are often stored in the alpha channel of each layer texture. Usually the shader has a control for how sharp the transition will be, and sometimes you can use a vertex color or bitmap to control the sharpness.
The Snow and Ice of Uncharted2? thread on Polycount. Vertex blending using a modulation texture, with test shaders for download.
UDN - Three - Landscape Materials by Epic Games. UDK's Landscape system uses painted weightmaps for terrain multitexturing. The weightmaps are one pixel per vertex, but you can also enable modulate textures using a Landscape Layer Blend node with the "LB_HeightBlend" option.
UDK Advanced Vertex Painting by Chris Albeluhn. Creating advanced vertex blending materials in UDK using vertex color and a modulation mask.
Advanced Mesh Paint with UDK ($) at 3DMotive by Ryan James Smith. Creating advanced vertex blending materials in UDK using vertex color and a modulation mask.
$blendmodulatetexture at the Valve Developer Community wiki. How to use a modulation texture in Source.
Custom Blend Materials in Source at forums.tf2maps.net by Cynick. Creating advanced vertex blending materials in Source using vertex color and a modulation mask.
Megatexture
id Software's Megatexture tech uses decals and multitexturing to create their terrain textures, which are then baked down in a preprocessing step into a huge texture sheet, that's dynamically loaded as you play the game. The Splash Damage wiki has an article about generating Megatextures for ETQW.
Megatexturing in Rage, before decals and multitexturing. |
Megatexturing in Rage, after decals and multitexturing. |


