Terrain texturing

Discussion in 'Track Modding' started by feels3, Jul 23, 2012.

  1. feels3

    feels3 Member Staff Member

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    Hi

    I noticed that some of you like my grass textures at Croft.
    To be honest I'm suprised a little bit, I'm not an expert in this area and my results are effect of many experiments, but I thought that if it could help some one I will share my grass texturing technique.

    It's simple, nothing special. I use blended grass infield shader.

    The most important is main texture. It's my photo reworked in photoshop.
    First you need to do a photo at an angle and at proper hight.

    Angle and hight should be similar as in your car cockpit view.
    Thanks to this you can see more details on grass from cockpit during driving in sim.

    http://feels3.strefa.pl/sim/grass1.jpg

    Second step - you need to reduce lighting and visible tiling from original photo.
    You can use clone tool to do that. You need to be patient at this step, nothing more.

    http://feels3.strefa.pl/sim/grass2.jpg

    http://feels3.strefa.pl/sim/grass3.jpg

    Next step is mapping. I use spline mapping for edges and terrain which is close to road and planar mapping for other terrain.
    Remember to keep the right direction for textures in spline mapping. You should see your textures while driving from the same view as you did your photo.

    http://feels3.strefa.pl/sim/grass4.jpg

    For whole terrain I use one or few big textures which are placed in other mapping channel.
    This texture covers main tiled textures.

    http://feels3.strefa.pl/sim/grass5.jpg

    Last step is for final touches. I usually add some colours (mainly dark grays) to the single vertexes.

    You can add some darker areas in places where you want.
    Remember to change channel to vertex colour in object properties before you will start changing vertex colours.

    http://feels3.strefa.pl/sim/grass6.jpg


    This technique is vere easy and is similar to this one:

    http://feels3.strefa.pl/sim/grass7.jpg

    Main difference is that my skills are not that good to create such a high quality results, but I'm trying to improve.

    If some of you have some interesting ideas, please share your knowledge here :)
     
    Last edited by a moderator: Jul 23, 2012
    3 people like this.
  2. Radar

    Radar Registered

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    Thanks for sharing Feels, it will help greatly and any ideas are better than none from another beginners point of view...
     
  3. Ryno917

    Ryno917 Registered

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    Never would have thought to use an angled source image... Interesting!
     
  4. vicent-sollana

    vicent-sollana Registered

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    This is very interesting,thank you very much.

    I have create a texture to remap and this is a very good point of view to start.

    Thanks.
     
  5. Fabio Pittol

    Fabio Pittol Registered

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    This kind of initiative is simply glorious. Well done feels3!

    That's how we build a high-quality community work!
     
  6. blakboks

    blakboks Registered

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    I had a thought a while ago to try something somewhat similar to this technique. The difference being: changing the photographic angle depending on the mip-map. So, for instance, in the highest mip, the grass would be photographed as top-down as possible, then the next mip would be at more of an angle, and so on. The idea being that what you're seeing changes depending on viewing angle. At top down, you see much less of the grass, and more soil (depending on how thick the grass is, and how flattened it is, of course), but when you're looking out over the distance, you're seeing almost entirely grass. If I had to guess, the grass at many tracks is not of 'lawn quality', and probably not trimmed to such a short length, either--but this will vary greatly from track to track.

    Granted, my idea it only works if you have texture quality set to full (if it works at all). Plus, it is a TON of work, since you have to create multiple tileable textures. But once you have it, you can probably get a lot of use out of it.
     
  7. K Szczech

    K Szczech Registered

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    Mipmap level selection depends on many factors:
    - distance
    - screen resolution
    - viewing angle
    - texture quality setting
    - anisotropic filtering setting
    - shader (in some cases)
    - graphics driver settings

    Some of these are up to modder, but not all. So I wouldn't base any rendering trick on it - results would be unstable.

    Having grass composed of multiple shots would rather require dedicated shader, but while shader itself would be pretty easy to implement, preparing textures would be extremely difficult. In the end you may end up with results that are not up to your expectations.
     
    Last edited by a moderator: Jul 27, 2012
  8. Alan Frost

    Alan Frost Registered

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    This is a fantastic tutorial. Many thanks for you help.
     

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