Seamless texture(Terrain)
by Sei · in Artist Corner · 02/11/2010 (7:39 pm) · 3 replies
Can someone point me to an example? When I observe T3D deathball desert(bird eye view), I noticed the terrain texture is not seamless.

So I need multiple textures to get a seamless terrain? Is my assumption correct?

So I need multiple textures to get a seamless terrain? Is my assumption correct?
#2
Check this out for more info about it: www.gamasutra.com/view/feature/3073/the_power_of_the_high_pass_filter.php
02/12/2010 (5:47 pm)
It's not so much that the textures aren't seamless, but as the tiling increases, the various differences in dark and light become more obvious as they are repeated. If you run a high-pass filter over your textures the problem becomes less noticeable, but unless your texture is one solid color there will always be noticeable tiling if you zoom out far enough.Check this out for more info about it: www.gamasutra.com/view/feature/3073/the_power_of_the_high_pass_filter.php
#3
You just have to juggle these texture settings in the terrain editor for your game so that you get a realistic effect from a distance and the diffuse texture will add some different colours to the detailed textures making them look less tiled. Try using a different diffuse texture with more patches of colour to give the impression of different coloured tiles.
If you turn down the distance and strength settings on the terrain textures you will find they blend better when looked at from further away. You can also add another similar texture in and paint it at random to break up the regular patterned effect, as you say multiple textures.
Gimp has a nice filter for mapping seamless textures of your own, and the bigger the dimension of the map the less noticeable will be the tiling effect. Also as mentioned in the other replies making a more uniform (but more boring) texture can also reduce the pattern effect.
03/24/2010 (8:17 pm)
Terrain is designed to be viewed from the ground level, detail textures show up close by and depending on the range you put for the texture the diffuse texture will take over from further away giving a more blurred effect.You just have to juggle these texture settings in the terrain editor for your game so that you get a realistic effect from a distance and the diffuse texture will add some different colours to the detailed textures making them look less tiled. Try using a different diffuse texture with more patches of colour to give the impression of different coloured tiles.
If you turn down the distance and strength settings on the terrain textures you will find they blend better when looked at from further away. You can also add another similar texture in and paint it at random to break up the regular patterned effect, as you say multiple textures.
Gimp has a nice filter for mapping seamless textures of your own, and the bigger the dimension of the map the less noticeable will be the tiling effect. Also as mentioned in the other replies making a more uniform (but more boring) texture can also reduce the pattern effect.
Torque 3D Owner Daniel Balmert
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When creating a texture, game artists must first recognize the view distance that will be used for the object, and create the texture to look good at that distance.
Tiling becomes more obvious the further you get from ANY texture.
If you want to, you can edit the texture to even out the dark patches so it tiles better at a distance, but then the players view of the texture will suffer - it will look like a colored blanket draped over the land.
You don't need multiple textures to tile seamlessly. It only needs to be "self tiled" (the edges have to mirror each other.)