demostenes Posted October 18, 2017 Share Posted October 18, 2017 (edited) This is starting to be quite common feature. To be able to blend two meshes, especially rocks to terrain transition. With this you can create seamles transition between terrain texture and mesh rock. Or you can take any two meshes and intesection is blended, so it looks like one mesh. I really increases visual quality of terrain scenes: Edited October 18, 2017 by demostenes Link to comment
silent Posted October 19, 2017 Share Posted October 19, 2017 Hi Jirka, This is indeed nice feature, but I'm afraid it's currently not compatible with our terrain objects. Anyway, I will add this for the future :) How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted October 19, 2017 Author Share Posted October 19, 2017 I think this could be workarounded by vertex painting. Which is also missing feature :) Vertex paint in engine, or in modelling tool what part of rock will blend and map texture with world coordinates on it. This method would be not usable for clutters (unless rock is vertex painted in modelling tool and not rotated). Link to comment
demostenes Posted November 7, 2017 Author Share Posted November 7, 2017 (edited) I was thinking how such blend could be achieved. I think it does not need support from terrain object. It should be enough to be able to sample landscape normal map in world space in rock material and blend that with the rock's normals (also in world space). Question is, how to make transition material fully procedural (manual way can be vertex painting). First we need to detect intersection with terrain. How is Unigine AO implemented? Is there some distance field? In such case it would be possible to get distance to nearest surface from this field. Than combine with some noice to get mask and after that adjust vertex normals of the mesh. Edited November 7, 2017 by demostenes Link to comment
silent Posted November 7, 2017 Share Posted November 7, 2017 Hi Jirka, For ObjectTerrain it's not currently possible due to objects internals. However, with a help of ObjectTerrainGlobal gradient and smooth transitions are possible (but, probably not in 2.7 or even 2.8). Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
sergej.koptev Posted November 14, 2017 Share Posted November 14, 2017 Seems very useful for accurate trenches/craters/caves/cliffs placing. Right now, some kind of visual blending can be achieved via decalOrtho - but this feauture will be much better. Link to comment
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