Tuesday, March 28, 2006






Good procedural terrain texturing is not easy to achieve. That I learned yesterday.

In the old screenshots I used only one big blurry color texture and one detail texture. This wasn't very realistic since all types of surfaces used the same detail, resulting in for example that grass did not look like grass if I used a rock texture.

Now I use one argb detail texture per surface type and blend them together using a blend controller texture in a pixel shader.

The hard thing is to generate the blend texture. I've made a small tool that generates the this texture based on parameters in the heightmap like elevation and slope. However the result is not as good as I would like. But post-processing the texture in photoshop yields acceptable results;)

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