looking for documentation on static mesh multi-texture blending
by Bob N. · in Torque 3D Professional · 03/15/2016 (10:03 pm) · 2 replies
Hi there. I am new to Torque3D and before I dive in developing anything, I must admit that I come from working within the UDK game editor. I have left using UDK for mostly it does not have a road tool but also for many other reasons. Nonetheless, I have learned a pretty good bit about Level Designing in general. One of them being draw call usage, which it involves figuring out the best method of getting the best resolution out of your textures with the smallest texture without getting pixelated and keeping the minimal amount of material ID's to your static mesh. In order to have your cake and eat too, I have learned that vertex colors can be used to achieve this. I have looked over the Vertex Color blending for windFX, so I am assuming that this can be used for static meshes as well? If so, I would love to learn how this can be setup with a material. However, the search tool for Torque3D documentation seems to be broken, ;( and assuming that I could find this under the material editor documentation was a big flop. This only discusses about applying basic Materials. Is there any documentation for vertex color texture blending? Furthermore, unless I am using the wrong keywords in Google, the results I get, most of them discuss about texture blending for the terrain and not for static meshes.
About the author
#2
That is really awesome and it even sounds easier than the method I learned with UDK. I always wanted to know how you could use an atlas texture and keep the quality of the texture. Also, I will certainly check out torque3d.org's forums
Thanks for the help
03/16/2016 (9:21 am)
Quote:
That said, to minimize draw calls it is suggested that you use a single atlas texture for your object's material to avoid context switches.
The "basic" material itself uses auto-generated mip levels to avoid pixelation, and it also supports "base" and "detail" textures so you can use one texture for basic color definition and the other for "detail" like scratches, irregularities, etc, so that large objects don't look like they're covered in one big over-stretched texture.
That is really awesome and it even sounds easier than the method I learned with UDK. I always wanted to know how you could use an atlas texture and keep the quality of the texture. Also, I will certainly check out torque3d.org's forums
Thanks for the help
Torque Owner Richard Ranft
Roostertail Games
That said, to minimize draw calls it is suggested that you use a single atlas texture for your object's material to avoid context switches.
The "basic" material itself uses auto-generated mip levels to avoid pixelation, and it also supports "base" and "detail" textures so you can use one texture for basic color definition and the other for "detail" like scratches, irregularities, etc, so that large objects don't look like they're covered in one big over-stretched texture.