Game Development Community

Terrain Painter Detail Map with its own diffuse color?

by Ben Quirk · in Torque 3D Professional · 12/06/2009 (10:23 pm) · 2 replies

Hi,

It looks like the Detail map in the terrain painter has a filter blending overlay to the diffuse map.

Is it possible to have the detail map NOT blend in anyway with the diffuse map? I know the detail map is greyscale, but can it have its own color without the diffuse colors blend in with it?

So when zooming in, the detail map fades in like it does with its own independent overlay diffuse texture.

#1
12/06/2009 (10:48 pm)
You would have to change the shader generator to do something like that. See source/terrain/hlsl/terrFeatureHLSL.cpp in the TerrainDetailMapFeatHLSL::processPix() function... this is where it generates the shader code for blending in a detail map.

Note you can safely put some color into your detail maps right now. While having it purely grey scale will result in the best blend... you can use a high pass filter (in both Photoshop and Gimp) which will preserve some color while making a good detail map.
#2
12/06/2009 (11:03 pm)
I see.

Yes, I tried high pass and another method of just adding a 50 percent 128 grey fill to it. Both around the same effect. I will forward the idea of changing the shader to our programmers. See if that would help.

It would be nice to have a drop down list of transparency shader filters that could be applied to the detail map, kind of like in the material properties editor.


Anyway,

Thanks for your hard work!