Niosop Posted January 5, 2010 Share Posted January 5, 2010 Just an idea that was bouncing around in my head as I fell asleep last night, figured I should write it down in case it has any merit. In order to be able to use more textures on a terrain you could split stuff up like this: Use texture atlases (I think that's the right term) of 4096x4096 split into 16 1024x1024 sections. Up to 4 atlas materials could be used, each material consisting of a diffuse texture and a normal texture. Can choose a standard material to be the base texture for the whole terrain (like it is currently). Red/Green/Blue high 4 bits (16 possible values) determines which texture of the active atlas is in use. Red/Green/Blue low 4 bits determines opacity of that layer (you loose opacity resolution, not sure how noticeable it would be) Alpha channel is split up into 3 2-bit fields (last 2 bits unused). Each of those fields determines the active atlas (0-3) for a Channel. First 2 bits would be for red channel, second 2 for green, third for blue. This would mean that you could only blend between 4 texture layers on a given terrain grid point (base + 3 instead of base + 4 currently), but you would be able to use up to 65 textures on your terrain. 1 base texture and 16 textures per atlas sheet, 4 atlas sheets. It would best if these atlas sheets were generated by the editor so you could just pick up to 65 materials in the editor and it would build the needed sheets. I haven't looked at how the rotation and slope limiting code works to ensure this wouldn't interfere with that, but I'm guessing it wouldn't. I wouldn't mind modifying the terrain shader to use the data, but w/o a custom editor it would be hard to test. Comments/suggestions welcome. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
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