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Teaser from Tron land


Rastar

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At this point just a little WIP note to make sure Josh doesn't take over the blog space... smile.png

 

I am still tuning the tessellation procedure. Temporarily (?) I have switched from my beatifully crafted concentric mesh rings to a uniform grid structure - it is more difficult to get a smooth LOD transition for those rings than for a uniform mesh, and I have enough problems with that already. So, I'll first try to get things right with the simpler mesh structure and then see if things work as well with those rings.

 

I made wo little videos of my experiments. The first runs in wireframe mode and shows the tessellation change with the moving camera. Notice the intense "activity" when mving clode to the ground.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=229124907

 

This is also visible in the second video which shows a similar scene in normal shading mode: The terrain "bubbles" when flying close over it. In part this certainly is due to the heightmap resolution: I had to switch from a one-channel, 8bit heightmap to a two-channel, 16bit format to get this effect under control (otherwise the terrain was boiling...). But still, the horizontal resolution is low, with a 4096 texture covering 16km. So when a new vertex is created or moved around, it might suddenly lie on a different texel of the heightmap and is displaced differently.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=229127339

 

Well, a lot of stuff to do...

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Ha very nice stuff!!

I noticed you are using a fullscale texture, I would suggest a slope based splat shader for texturing (later on) and maybe use a fullscale texture as some sort of land/texture type indentifier.

 

Following this with great interest :)

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Hi shadmar, that's an honor :) Yeah, texturing will be another topic... A selector-based texturing solution similar to Josh's would be great (read: memory-friendly). In addition, World Machine exports very nice splat maps (e.g. defining the path erosion activities), I would lie to make use of those as well.

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Very nice stuff :)

 

Small hint: In most "planetary scale" terrain renderer they use a noise texture to overcome the lack of detailed data and mix it with the lower resolution map to simulate very high detailed closeup views.

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Sounds like a great idea. Several materials would probably have a similar noise texture (grass, coarse sand, granite surfaces, ...).

 

But texturing is still some blood, sweat and tears away....

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Am on vacation right now, with only very shaky internet access and a Macbook (so no 3.1). Will do the next chapter some time next week, but won't be interesting for the likes of you :) I am going to describe a tessellation pass-through shader.

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