This is a pretty quick and dirty video.
http://youtu.be/Gs9pSuTMMm4
It can be used as a starting point for experiments though
Generating procedural texture with blender with nodes
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Re: Generating procedural texture with blender with nodes
Neat. Any chance you could upload the project file?
So that one does not need to worry about setting everything up but only has to import a heightmap and then choose which texture goes where:
Like sand.png on flat ground, rock.png for cliffs, snow.png for high ground and so on. (The auto-texture-scripts of SpringMapEdit work a bit like that)
So that one does not need to worry about setting everything up but only has to import a heightmap and then choose which texture goes where:
Like sand.png on flat ground, rock.png for cliffs, snow.png for high ground and so on. (The auto-texture-scripts of SpringMapEdit work a bit like that)
Re: Generating procedural texture with blender with nodes
While that seems nice as an idea, from my experience there is too much tweaking /changing that needs to be done per map to make it valuable.knorke wrote:Neat. Any chance you could upload the project file?
So that one does not need to worry about setting everything up but only has to import a heightmap and then choose which texture goes where:
Like sand.png on flat ground, rock.png for cliffs, snow.png for high ground and so on. (The auto-texture-scripts of SpringMapEdit work a bit like that)
This is really just an introduction to materials. to get you started on the right path. to pull out meaningful splat distribution maps, place metal spots, feature halo's, etc etc etc takes a fair bit of messing with and is unique to your map.