The terrain itself is multi-textured. The textures are man-made,
of artist origin, a'la Photoshop. The repeat ratios are also man
generated. :-)
There is no shadow map in this example. The terrain is being
dynamically shaded for this test. In the final version, it will NOT
be dynamically shaded, it will use a shadow map, but NOT for texturing.
We are generating the shadow map in Maya, from the original terrain height
field. The shadow map will then be hand modified if needed and used
to generate vertex colors for the terrain.
The final combination is as follows:
Auto applied detail texture at high repeat for on terrain detail
Multiple other textures auto applied based on a man modified and/or
machine generated texture-by-height image map.
Vertex colors set by another image map also Maya generated and modified
by hand as needed.
Finally, cultural features are auto "planted" based on some placement
data and the original height field.
In the second phase, we hope to add linear features (rivers, roads,
shore lines). ;-P
Some of my background in Viz-Sim was building terrains. It finally
came in handy!
--
___________________________________________________________
Shawn Kendall
Full Sail Real World Education
Course Director
3300 University BLVD
Real Time 3D for Gaming Winter Park FL 32792
[EMAIL PROTECTED] http://www.fullsail.com
___________________________________________________________
David wrote:
I
wish I could comment on this, but I have not run into this so I am no help
at all. I am following your progress on this with great interest.
As a side note, are you using a detail texture on your snow? Is that
a procedural texture or hand generated? And if it is a procedural
detail texture, what ratio of stretched-main-texture to detail-texture
are you using? It looks like a shadow texture hand generated at a
1:1 ratio, but can't tell for sure. Dave
YazelCosm Development Team
----- Original Message -----
Sent: Tuesday, November 07, 2000 6:31
PM
Subject: [JAVA3D] Multi-texture bug
in 1.2.1beta1 OpenGL and DirectX
Here is a quick description of the problem.
I have our particle system - which is a single Shape3D and TriangleStripArray
- running a fire-like configuration, see "multi-texture1.jpg"
First of all, this particular setting doesn't appear at all in the
DirectX version, the snapshot is from the OpenGL version.
Second, if I add a multi-textured Shape3D ( again TriangleStripArray
) I get picture "multi-texture2.jpg"
Somehow the texture coords of the particle Shape3D are being corrupted
by the multi-texture Shape3D. These are unrelated scene graphs created
by unrelated code.
"multi-texture3.jpg" is a snapshot of the same example running the DirectX
version where the partciles do not appear at all, with or without the other
multi-textured Shape3D.
Is this a possible known bug? I did not see it in the list.
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