How to achieve this type of detail on terrain?
Blitz3D Forums/Blitz3D Beginners Area/How to achieve this type of detail on terrain?
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Hi all, how can I achieve this realistic, grass-like effect on a regular 1024x1024 terrain? http://www.daz3d.com/realistic-terrain-for-vue-carrara-bryce-mountains-023 Thank You! |
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I don't think a 1024x1024 image is capable of holding enough data to achieve that effect on its own. You should probably investigate bump mapping, or split your terrain into multiple large objects (or both). |
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Well...reading the page you linked it says it is 4096 x 4096...so perhaps have 16 1024x1024 terrains arranged in a square? (4x4)? Alternatively - generate a high res terrain mesh and then use a polygon level of detail tool to reduce the number of polygons so that some areas use less polygons...that's one way of doing it. |
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Would bumpmapping achieve that same type of resolution on the grass? |
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The coloring is standard texturing, as you can see by the untextured screenshot. You can color your terrain with texture-splatting. The realism comes from the lighting. That terrain is ultra high-poly, and the noise that terrain has makes each little bump cast shadows. You can simulate that by baking the lighting into a texture, like you would with lightmaps. You need to lightmap your terrain. Build a high-def terrain like that (you can use Blender, for instance), pick the top view and render a lighting pass to a texture. Layer this texture on top of the diffuse textures back in Blitz3D. This way you keep the shadowy detail of the high-def terrain even though you'd be using a lesser detail terrain for real-time. |
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Ok, so how would I texture splat? Is there an example in the forums, of texture painting on a mesh, and saving it? EDIT: Can this level of detail, also be achieved with L3DT? If so, how? Thank You! |
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This is an example of terrain texture layering that I wrote: http://www.blitzbasic.co.nz/Community/posts.php?topic=94922 I hate the phrase texture-splatting (who came up with that!) It is really texture punch-through thanks to an in between filter layer. See what you think. But you _do_ need FastExtension. Best buy I ever made! I needed paths and soil, rather than the detail you are looking for. You can see an example of the code applied to a Blitz terrain (1024x1024) in the first thumbnail on this page: http://www.tla-data.co.uk/3dw/3dworlds.htm |
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Wow how did I miss that? Good work John! |