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Shader request, multitexture shader
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Shader request, multitexture shader // SDK, Plug-in & 3rd Party Area
Post by Tiles // Sep 8, 2008, 10:32pm
Tiles
Total Posts: 1037
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In 3D Gamestudio there is the multitexture terrain shader. It uses a RGBBlack mask to mix four textures together. Great for landscapes :)
Such a shader would be great to have in trueSpace too so that you can preview your landscape a bit easier without the need to build and run a Gamestudio level first. Is it possible to convert the shader to trueSpace? :) |
Post by Délé // Sep 9, 2008, 8:36am
Délé
Total Posts: 1374
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Is this kind of what you had in mind?
http://forums1.caligari.com/truespace/showthread.php?t=5233
I only made a 2x and 3x version. I could make versions to allow more maps if it is requested. The Splend shader allows tileable textures while the alpha map stays at a 1:1 scale. It's not quite the "splatting" technique they use in game engines, but it may work to help preview your landscape.
I think Parva was working on a real splat shader. I don't think he's released it yet though. Will be interesting to see how that works. :) |
Post by Tiles // Sep 9, 2008, 9:32am
Tiles
Total Posts: 1037
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Yeah, that points in the direction i mean. Would be great to have this one with more textures possible. Four would be enough to simulate the multitexture terrainshader from the 3D Gamestudio though :) |
Post by RichLevy // Sep 9, 2008, 10:18am
RichLevy
Total Posts: 1140
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How many textures do you need to represent really nice gory looking monster skin? :D I would think 4 would be a nice start though. Than I would imagine you would take the texture map in to Photoshop for more advanced blending?
Or at least that was what I thought of when I saw this :D
Rich |
Post by Délé // Sep 9, 2008, 10:36am
Délé
Total Posts: 1374
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It's easy enough to add more maps. I'll make a 4x version then to simulate the 3D Gamestudio shader. ;) I'll upload the new one soon.
How many textures do you need to represent really nice gory looking monster skin? I would think 4 would be a nice start though. Than I would imagine you would take the texture map in to Photoshop for more advanced blending?
Or at least that was what I thought of when I saw this
Well, this shader was designed more for terrain, but there's no reason it couldn't be used to make a gory monster I guess. :) It would probably be best to make a single map in Photoshop or similar for characters though. Then again, this shader could be used with scripting to make a character alter it's appearance in different situations (maybe have a spots or other patterns that can change). Hmmm. :) |
Post by Délé // Sep 9, 2008, 10:50am
Délé
Total Posts: 1374
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I was just looking at your original post again. Perhaps a shader can be made that uses a single RGBblack map like you show. I will look into it. |
Post by RichLevy // Sep 9, 2008, 10:57am
RichLevy
Total Posts: 1140
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Well, this shader was designed more for terrain, but there's no reason it couldn't be used to make a gory monster I guess. :) It would probably be best to make a single map in Photoshop or similar for characters though. Then again, this shader could be used with scripting to make a character alter it's appearance in different situations (maybe have a spots or other patterns that can change). Hmmm. :)
I like your thinking, I am starting to understand better what this does now... I might have to play around with this later.
Rich |
Post by Délé // Sep 9, 2008, 2:16pm
Délé
Total Posts: 1374
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Ok, give this a try (Splend RGB):
http://forums1.caligari.com/truespace/showthread.php?p=80317#post80317
It has four color maps and uses a single RGB image to generate the alpha maps. Let me know how it works with 3d Gamestudio RGB maps. Hopefully it will display similarly. You might have to increase or decrease the tiling, but I think it should work. ;) |
Post by Tiles // Sep 9, 2008, 9:47pm
Tiles
Total Posts: 1037
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Many thanks :) |
Post by parva // Sep 10, 2008, 2:54am
parva
Total Posts: 822
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yep thats the way to go :)
my blend shader is just different in the way that it do the splatting separatly (no base color just layers) and stores the mask info in one texture (RGBA channels).
It would really enhance the work with if trueSpace could do realtime painting in workspace :) ... maybe something for the future. |
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