texturing concept help
Community Forums/General Help/texturing concept help
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I'm currently using vertex colours to deal with texturing and have all the base code to move to shaders. The current methodology for texturing is (ignoring things like specular, etc): rgb image map for surface details mono image for bump map mono image for alpha map - other internal mono image maps for shading, lighting, etc I've spent a lot of time with high-res 3d modelling and found that the surface detail texture wasn't as important as things like dirt (which are notoriously difficult). Here's my thought for a new approach rgb colour information (this is just the colour and not an image) noise information for dirt noise information for dirt 2 rendering information for dirt rendering information for dirt 2 mono image bump map mono image for alpha map mono image for dirt mono image for secondary dirt rgb map if needed for extra detail the usual shadow maps, etc in practice you would have a material editor with unwrap tools, the handling of the dirt textures would be dealt with from a single global mono map that could deal with all general dirt patterns. as it is global we could also include pre-noise calculations here too. What do people think of this approach? Any suggestions? |