Multitexture

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.

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.

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.

attachment:megatexture_rage_before.jpg

attachment:megatexture_rage_after.jpg

Megatexturing in Rage, before decals and multitexturing.
Image by id Software

Megatexturing in Rage, after decals and multitexturing.
Image by id Software


CategoryTextureTechnique CategoryGlossary

Multitexture (last edited 2011-12-30 14:19:17 by EricChadwick)