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Author Topic: Height based textures  (Read 3154 times)

funkdude

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Height based textures
« on: April 18, 2008, 06:56:02 pm »

Is it possible to use height based texturing in anim8or? if yes, how?

it would be really neat for terrains, the fading between textures can be done with a heightmap (used to make the terrain or other one) or a editable curve so you can make lets say, grassy hills, with some sandy places (where water can be) and some rock mountains with snowy tops :)
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floyd86

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Re: Height based textures
« Reply #1 on: April 18, 2008, 07:32:37 pm »

No, anim8or doesn't has this feature. But i believe Terranim8or does have this feature. There you can generate a terrain and give it maps according to the height.

thecolclough

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Re: Height based textures
« Reply #2 on: April 18, 2008, 07:36:26 pm »

that's one of many features that would be nice to have, but are currently beyond anim8or's capabilities :(

- colclough
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ENSONIQ5

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Re: Height based textures
« Reply #3 on: April 18, 2008, 11:49:32 pm »

Well, it kinda can now.  Use something like Photoshop to make a nice big square jpeg, something like 4096x4096.  Towards the bottom of the image paint a sandy texture, towards the top paint a rocky texture, and paint grass in the middle.  Use this to build a material.  Now, once you have your terrain, apply the texture, but set the UV coordinates from one side, or the front or back, rather than top.  The highest peaks of your terrain will get the rocky end of the material, the lowest will be sandy, and the slopes in between will be grassy.

I used this technique here for the canyon texture:

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thecolclough

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Re: Height based textures
« Reply #4 on: April 19, 2008, 10:54:23 am »

i did think of that, ensoniq, and i can see it worked quite well for your canyon, but i was just thinking, if funkdude was trying to build a gentler terrain (yours is all made of very steep slopes, isn't it), then the flatter areas might not look so good.  but, i'm happy to be proved wrong on this, and i guess using a huge texture size like a 4096x4096 would probably help to get you good results, just so long as you don't have any really flat areas :)

- colclough

*edited for spelling a couple of hours later*
« Last Edit: April 19, 2008, 12:48:21 pm by thecolclough »
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ENSONIQ5

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Re: Height based textures
« Reply #5 on: April 19, 2008, 12:29:04 pm »

You are absolutely correct, colclough, I had not thought of that.  A gentle slope would indeed stretch the terrain texture severely.  I suppose the way to go would be to do a top-down texture based on the height map used to build the terrain.  Otherwise, manually selecting the faces worst affected by a side-on UV map being stretched, and manually correcting the UV coord's for those faces might work.
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funkdude

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Re: Height based textures
« Reply #6 on: April 20, 2008, 09:31:40 am »

Thanks for the tips, but yeah, its a gentle terrain with some rocky hills, (can i import the textured besh from terranim8or if i used heightbased texturing in that? ) what would work best for me is being able to use the heightmap used to make the terrain as a base for the location of the textures, and then finetune it by tweaking the contrast in the image, i use genetica 2.5 pro for my textures and heightmaps, so the quality is quite high (both heightmap and textures) but it will get way better when the same heightmap can be used for placing textures
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