Difference between revisions of "MultiTexture"

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(category texturing added)
(moved "Sub Tiles" to Texture atlas)
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A method for blending multiple textures together on the same mesh, by painting a mask between them. Also called "texture splatting". Often [[VertexColor|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.  
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A method for blending multiple textures together on the same mesh, by painting a mask between them. Also called "texture splatting".  
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Often [[VertexColor|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.  
  
 
== Texture Splatting ==
 
== Texture Splatting ==
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* [https://developer.valvesoftware.com/wiki/$blendmodulatetexture $blendmodulatetexture] at the Valve Developer Community wiki. How to use a modulation texture in Source.
 
* [https://developer.valvesoftware.com/wiki/$blendmodulatetexture $blendmodulatetexture] at the Valve Developer Community wiki. How to use a modulation texture in Source.
 
* [http://forums.tf2maps.net/showthread.php?t=12109 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.
 
* [http://forums.tf2maps.net/showthread.php?t=12109 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.
 
== Sub-Tiles ==
 
Multiple tiling textures can be packed into a single bitmap, and cropped out by a shader. This saves texture fetches, at the expense of increasing shader instructions.
 
 
* [http://udn.epicgames.com/Three/TerrainAdvancedTextures.html#Texture%20Packing:%20Implementing%20large%20texture%20tile%20sets UDN - Three - TerrainAdvancedTextures - Texture Packing: Implementing large texture tile sets]
 
* [http://forums.epicgames.com/threads/710560-The-WIP-Thread?p=31189949&viewfull=1#post31189949 UDK - how to solve 'frac' artifacts and mipmapping seams] - how to implement sub-tiles in UDK, and solve seams.
 
* [http://www.polycount.com/forum/showthread.php?t=90092 UDK - Material - Multi-UV Changes] - more UDK techniques for sub-tiles.
 
* [http://mtnphil.wordpress.com/2011/09/26/terrain-texture-atlas-construction/ Terrain texture atlas construction] - how to properly compile sub-tiles into a large texture sheet.
 
  
 
== Variation Blending ==
 
== Variation Blending ==
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[[image:megatexture_rage_before.jpg|frame|left|Megatexture in Rage, before decals and multitexturing. Image by [http://www.idsoftware.com id Software] ]] [[image:megatexture_rage_after.jpg|frame|left|Megatexture in Rage, after baking in the decals and texture layers. Image by [http://www.idsoftware.com id Software] ]]
 
[[image:megatexture_rage_before.jpg|frame|left|Megatexture in Rage, before decals and multitexturing. Image by [http://www.idsoftware.com id Software] ]] [[image:megatexture_rage_after.jpg|frame|left|Megatexture in Rage, after baking in the decals and texture layers. Image by [http://www.idsoftware.com id Software] ]]
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== More Information ==
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* [[Texture atlas]]
  
 
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[[Category:Texturing]] [[Category:TextureTechnique]] [[Category:Glossary]] [[Category:EnvironmentTexturing]] [[Category:EnvironmentTerrain]]
 
[[Category:Texturing]] [[Category:TextureTechnique]] [[Category:Glossary]] [[Category:EnvironmentTexturing]] [[Category:EnvironmentTerrain]]

Revision as of 13:28, 18 November 2014

A method for blending multiple textures together on the same mesh, by painting a mask between them. Also called "texture splatting".

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.

Texture Splatting

Modulation Blending

This method adds sharp details to the blend area, by mixing vertex color (for the larger blend) with grayscale textures (for the sharp detail blend). These grayscale maps are either stored in the alpha channel of each layer's normal map, or multiple maps can be channel packed into a single map. 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.

Variation Blending

Methods for adding variation across a tiling texture.

Megatexture

id Software's Megatexture tech uses [[Decal 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. So it's not really multitexturing in the end, blending in real-time, instead it's a single colormap baked from a multitextured source. The Splash Damage wiki has an article about generating Megatextures for ETQW.

Megatexture in Rage, before decals and multitexturing. Image by id Software
Megatexture in Rage, after baking in the decals and texture layers. Image by id Software

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