Cool terrain editor, not released yet but looks very nice for making spring maps!
http://www.decarpentier.nl/scape-render
http://www.youtube.com/watch?v=oaAN4zSkY24
Scape - some new map maker app, look cool
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Re: Scape - some new map maker app, look cool
Realtime procedural textures on par with any pre-generated texture I've seen for Spring..very cool to say the least.
I'm quite impressed this guy made this as a master's thesis. 231 pages..must try to read through this some time..
I'm quite impressed this guy made this as a master's thesis. 231 pages..must try to read through this some time..
Re: Scape - some new map maker app, look cool
Drool mode enabled :0
Re: Scape - some new map maker app, look cool
This is very interesting, could a projection technique like this realistically be implemented in spring?Heightfields allow for a basic 2D texture mapping strategy: Repeated tiling textures can simply be projected vertically onto the XZ plane. In other words, the vertices' XZ values can simply be interpreted as (scaled) texture UVs. This basic projection works well for flat land and even hills, but causes noticeable stretching on very steep and rough terrain.
For steeper features, a projection along a more perpendicular (and thus horizontal) direction is more desirable. Hence, a more complex projection strategy was also implemented: Instead of only projecting the textures vertically, they are also projected along the X and Z axis. The outputs of the three sampled projected textures are blended based on the pixel's normal direction. That way, flat areas will continue to use the vertical projection, while steeper areas blend in results from more horizontal projections. The technique's advantages are especially noticable on steep terrain features, as shown here. In a pixel shader, this can simply be implemented as:
float3 uvwPos = uvwScaleFactor * worldPosition;
float3 weights = worldNormal * worldNormal;
float3 blendedColor = weights.xxx * tex2D(texSampler, uvwPos.yz).rgb +
weights.yyy * tex2D(texSampler, uvwPos.zx).rgb +
weights.zzz * tex2D(texSampler, uvwPos.xy).rgb;
When enabled, the above is executed four times in this implementation's pixel shader: once for each of the four texture layers. Note that the three weights will always add up to exactly 1.0 for normal vectors (assuming they are properly normalized), as x2 + y2 + z2 = 1.0, so no additional weight normalization is needed. Furthermore, when compared to powers other than 2, using the square of the normal components as weights also strikes a pleasing balance between preventing unnecessary blending and offering smooth transitions between projection directions.
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Re: Scape - some new map maker app, look cool
It's a bit messy, but not impossible:BaNa wrote: This is very interesting, could a projection technique like this realistically be implemented in spring?
http://imageshack.us/f/254/screen00000f.png/ (default)
http://imageshack.us/f/651/screen00001w.png/ (modified)
("messy" because this won't always play nice with SMF's texture-tiling approach)
Last edited by Kloot on 16 Jan 2012, 15:31, edited 1 time in total.
Re: Scape - some new map maker app, look cool
ooh advances!
Does this also fix the problem of "morphing" textures when moving the camera? I do not mean the terrain LOD adjusting but this "popping" where on some maps the side of a steep wall changes color when viewed from different angles.
Does this also fix the problem of "morphing" textures when moving the camera? I do not mean the terrain LOD adjusting but this "popping" where on some maps the side of a steep wall changes color when viewed from different angles.
Re: Scape - some new map maker app, look cool
mind blown, awesomeness maxxed out!!!Kloot wrote:It's a bit messy, but not impossible:BaNa wrote: This is very interesting, could a projection technique like this realistically be implemented in spring?
http://imageshack.us/f/254/screen00000f.png/ (default)
http://imageshack.us/f/651/screen00001w.png/ (modified)
("messy" because this won't always play nice with SMF's texture-tiling approach)