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Terrain path approach


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I am just thinking, how to approach path(s) for our world. Deffered mesh is more suitable for roads, for path it seems better to use terrain ortho.  Now the question, what is recommented approach? On huge (4096*4096) diffuse for whole terrain (our terrain is 12km*12km), or for example 64*512 texture? Can I gain some performance by such splitting, or it does not matter? I am asking, because implementing/maintaining 64*512 texture is far more work than just one 4096....

 

Can we expect some tool for painting terrain ortho diffuse+mask texture?

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Can you specify more precisly your main reasons for assuming usage of DecalTerrainOtho instead of DecalDeferredMesh for pathes. I don't see a major difference to roads at the moment :unsure:

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Can you specify more precisly your main reasons for assuming usage of DecalTerrainOtho instead of DecalDeferredMesh for pathes. I don't see a major difference to roads at the moment :unsure:

 

If i understand current functionality well, decalDeferredMesh has no blending of edges, so it is usable only for roads (edges are too sharp). In decalterrainortho I can modify alfa channel of diffuse texture to achieve some iregularities, which is exactly what you need for some path (forest, field...). I want to achieve effect like here:

 

http://international.download.nvidia.com/webassets/en_US/shared/images/guides/the-elder-scrolls-v-skyrim-tweak-guide/Skyrim-BlurDeferredShadowMask-0.png

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If i understand current functionality well, decalDeferredMesh has no blending of edges, so it is usable only for roads (edges are too sharp).

 

Though I haven't checked this, missing alpha blending for DecalDeferredMesh really would be a major show-stopper for more general usage... this really should be changed or even better should be an option

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