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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Sun Jan 20, 2008 9:59 pm Post subject: vertex texturing? |
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we can now add colors to our vertices, but wouldn't it be cool if we could apply texture's to our vertices, and that way have texture blending? _________________ Chickens RULE | www.elementrix.nl |
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Sun Jan 20, 2008 10:04 pm Post subject: |
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Would be cool indeed! _________________
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Mon Jan 21, 2008 2:50 am Post subject: |
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How would you get the blend weight out? As vertex color channels? Then you'd have to limit the number of textures per vertex to a maximum of 5. (R,G,B,A, and 1-sum(R,G,B,A)). |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Mon Jan 21, 2008 1:31 pm Post subject: |
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Quote: |
As vertex color channels? |
yes, and i think five texture's per vertex is more then enough... (you can also have the normal texture's right? (like we texture now)) _________________ Chickens RULE | www.elementrix.nl |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Tue Mar 04, 2008 12:28 pm Post subject: |
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is this possible (adding texture's to vertices, just like vertex colors?) would be very cool to bring some life in terrains...
like this :
and ofcourse also blend them like vertex colors
I don't know how T. ed does it, but something like that would be cool. (and in deled then also usable on any object.)
together with the magnet you almost have a terrain editor _________________ Chickens RULE | www.elementrix.nl |
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Tue Mar 04, 2008 4:30 pm Post subject: |
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Yeah I can see that coming...specially with that cool i.e image _________________
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Nocturn DeleD PRO user
Joined: 08 Aug 2004 Posts: 635
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Posted: Tue Mar 04, 2008 5:21 pm Post subject: |
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T.Ed uses Vertex Layers / Blending for Textures, same as DeleD would do in that case. (Most Terrain Editors working that way.) |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Tue Mar 04, 2008 5:22 pm Post subject: |
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then it would be very cool to have , is it hard to implent (because they already have vertex coloring?) _________________ Chickens RULE | www.elementrix.nl |
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Nocturn DeleD PRO user
Joined: 08 Aug 2004 Posts: 635
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Posted: Wed Mar 05, 2008 8:11 am Post subject: |
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elementrix wrote: |
then it would be very cool to have , is it hard to implent (because they already have vertex coloring?) |
I don't think it's hard do implement, i think it's harder to renew the exporters for some fileformats for it. I'm not sure tough about 5 layers, don't know how it would look like putting 6 (with base texture) textures on one vertex. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Mar 07, 2008 9:32 am Post subject: |
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I like the basic suggestion (i.e. improving terrain editing capabilities bij enabling texture blending), although extending DeleD's terrain editing capabilities is not a short term priority right now... Questions:
1) I don't see how your interface suggestion works. You manually want to select 5 different layers of textures for each vertex? So the next vertex could have different textures? And how do you set the blend factors? If you copied this of an existing solution, could you please point me towards it so I can figure out how that would work, because I am pretty stumped at this moment..
My suggestion for texture blending would be to extend existing material support to 5+ layers, and provide the user some interactive way of setting the belding weights between the 5 layers (i.e. a way of painting the terrain).
2) What file format would you export the terrain to? Besides collada, I don't think any of our current exported file formats actually supports weighted texture blending. |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Fri Mar 07, 2008 11:26 am Post subject: |
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Quote: |
My suggestion for texture blending would be to extend existing material support to 5+ layers, and provide the user some interactive way of setting the belding weights between the 5 layers (i.e. a way of painting the terrain).
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what I ment was that you can add texture just like adding vertex colors, just select the vertex's you want and add a texture too it, you can add up to five texture's per vertex and those texture would blend with eachother, it would also be cool if you could set the tranparancy for each texture etc...
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2) What file format would you export the terrain to? Besides collada, I don't think any of our current exported file formats actually supports weighted texture blending. |
I think b3d supports this? it does in realmcrafter terrain engine. And T. ed also supports b3d. _________________ Chickens RULE | www.elementrix.nl |
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Nocturn DeleD PRO user
Joined: 08 Aug 2004 Posts: 635
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Posted: Fri Mar 07, 2008 12:22 pm Post subject: |
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B3D supports weighted vertex-texturing. |
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Basiror DeleD PRO user
Joined: 12 Dec 2007 Posts: 59
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Posted: Sat Mar 08, 2008 2:31 pm Post subject: |
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usually you have a paint tool where you apply blend weights in a per vertex basis and these weights are used to blend the texture layers together
On the other hand deled is not capable of efficient terrain editing
with more complex scenes its performance decreases immensly
just open your task manager select a complex mesh and move around
that must be a problem the way deled handles the mesh data internally
in order to achieve fast rendering results you need to store vertices in arrays
vertex,normal,color,texcoord0,texcoord1,....
I guess Deled uses display lists instead and rebuilds them with intermediate mode |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun Mar 09, 2008 10:19 am Post subject: |
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Yep, but perhaps Elementrix was expecting something else?
Oh, and about the rendering speed... just to make a point here, in the whole 'rewriting DeleD to accomodate high poly and terrain modeling' process, the 'making the rendering a bit more efficient' part is not exactly the biggest hurdle to take... a 3D modeler does a fair bit more than just rendering some geometry. Rendering, selection and manipulation (all operations) will have to be gradually improved over time (as they will). Not a problem. |
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