Custom TerrainMaterial
by Victor · in Torque 3D Beginner · 06/07/2013 (4:17 pm) · 3 replies
Is it possible?
I mean material for painting on terrain.
Like:
singleton CustomMaterial( materialBOX )
{
sampler["diffuseMapS"] = "art/shapes/rocks/MossyRock02.PNG";
sampler["normalMapS"] = "art/shapes/rocks/decoration.PNG";
shader = bumpShaderDATA;
version = 2.0;
};
But without editing the source code of engine.
I want merge two or more textures like on the picture:

Thanks!
I mean material for painting on terrain.
Like:
singleton CustomMaterial( materialBOX )
{
sampler["diffuseMapS"] = "art/shapes/rocks/MossyRock02.PNG";
sampler["normalMapS"] = "art/shapes/rocks/decoration.PNG";
shader = bumpShaderDATA;
version = 2.0;
};
But without editing the source code of engine.
I want merge two or more textures like on the picture:

Thanks!
#2
Yes, it is possible; however, the trick is in how do you prepare your texture, usually it should be made using a property called "feather" in your image-editing software to achieve a smooth transition between the textures used to paint the terrain.
Moreover, an acceptable detail texture is required as well.
Furthermore, using the preceding textures you might create decals, but the decal it will not allow you to change the detail texture for values less than one (01), which in some cases (the scale of the decal is too large) might ruin the decal.
In the game scene shown in the link below, I used all textures with sizes equal to 512 x 512 pixels and the new feature or property of the materials called Macro, also using a detail texture with the same size (512 x 512 pixels).
If you get playing with the values of the Macro property texture layer, you can generate several cool effects with the same texture, sometimes producing a flat path and eventually producing path with a lot of bumps, as seen from the figure the link below.
https://dl.dropboxusercontent.com/u/64612150/MacroDesertScene1280.jpg
Please note that normal mapping textures were not used in the scene, and the image it is too far from perfect as well, because it was made only to demonstrate the possibility of creating a smooth transition between terrain layers in Torque 3D Mit 3.0.
The link following there are some textures that I have created and were used to do the scene for those people who do not have any or yet do not know how to produce them in an image-editing software, but that they have the opportunity to test them in Painter Terrain Editor.
https://dl.dropboxusercontent.com/u/64612150/sceneTextures.zip
Have fun!
06/08/2013 (11:18 pm)
Hi Victor,Yes, it is possible; however, the trick is in how do you prepare your texture, usually it should be made using a property called "feather" in your image-editing software to achieve a smooth transition between the textures used to paint the terrain.
Moreover, an acceptable detail texture is required as well.
Furthermore, using the preceding textures you might create decals, but the decal it will not allow you to change the detail texture for values less than one (01), which in some cases (the scale of the decal is too large) might ruin the decal.
In the game scene shown in the link below, I used all textures with sizes equal to 512 x 512 pixels and the new feature or property of the materials called Macro, also using a detail texture with the same size (512 x 512 pixels).
If you get playing with the values of the Macro property texture layer, you can generate several cool effects with the same texture, sometimes producing a flat path and eventually producing path with a lot of bumps, as seen from the figure the link below.
https://dl.dropboxusercontent.com/u/64612150/MacroDesertScene1280.jpg
Please note that normal mapping textures were not used in the scene, and the image it is too far from perfect as well, because it was made only to demonstrate the possibility of creating a smooth transition between terrain layers in Torque 3D Mit 3.0.
The link following there are some textures that I have created and were used to do the scene for those people who do not have any or yet do not know how to produce them in an image-editing software, but that they have the opportunity to test them in Painter Terrain Editor.
https://dl.dropboxusercontent.com/u/64612150/sceneTextures.zip
Have fun!
#3
It is a pity that the Torque 3d has no shader editor such as Unity3D. That would be great.
06/09/2013 (3:23 am)
Thank you very much for this guide!It is a pity that the Torque 3d has no shader editor such as Unity3D. That would be great.
Duion
That would be a workaround, another thing may be to make stones as decals and paint them over, don't know if that will look well.