Texture blending possible yet?
Is it possible to do any sort of blending between textures yet?
I've been wanting to make some terrain tests and its kinda bland without any sort of texture blending. Its also useful for breaking up repetition on other meshes like walls and such. If you've played Uncharted 2, you can see they use it extensively throughout the game, blending between brick and plaster and such.
I've been hoping UW add support for vertex colour blending, particularly something similar to the video below, where theres an extra 'modulate map' that controls the transition between the textures: <a href="http://developer.valvesoftware.com/wiki/$blendmodulatetexture" target="_blank">http://developer.valvesoftware.com/wiki/&#...modulatetexture</a>
<a href="http://www.youtube.com/watch?v=0V6bit8PrZo" target="_blank">http://www.youtube.com/watch?v=0V6bit8PrZo</a>
A great thread on the topic: <a href="http://www.polycount.com/forum/showthread.php?t=66952" target="_blank">http://www.polycount.com/forum/showthread.php?t=66952</a>
Anyone with shader writing skills willing to mod this in?
I've been wanting to make some terrain tests and its kinda bland without any sort of texture blending. Its also useful for breaking up repetition on other meshes like walls and such. If you've played Uncharted 2, you can see they use it extensively throughout the game, blending between brick and plaster and such.
I've been hoping UW add support for vertex colour blending, particularly something similar to the video below, where theres an extra 'modulate map' that controls the transition between the textures: <a href="http://developer.valvesoftware.com/wiki/$blendmodulatetexture" target="_blank">http://developer.valvesoftware.com/wiki/&#...modulatetexture</a>
<a href="http://www.youtube.com/watch?v=0V6bit8PrZo" target="_blank">http://www.youtube.com/watch?v=0V6bit8PrZo</a>
A great thread on the topic: <a href="http://www.polycount.com/forum/showthread.php?t=66952" target="_blank">http://www.polycount.com/forum/showthread.php?t=66952</a>
Anyone with shader writing skills willing to mod this in?
Comments
From a technical perspective it isn't that hard to code (in comparison to the other features). I'm surprised texture blending support doesn't already exist in the engine. It would be a little tougher to implement in the editor however because the user has to be able to 'paint' the multi-texture surfaces. The painted surfaces are then translated to alpha maps that the pixel shader on the video card will use to determine how much of each texture to use per pixel on each face. (100% white = texture1, 0% = texture2, 50% = half each texture etc...) doesn't have to be 2 textures either. Could use an rgba texture map for 4 different textures but this starts to get unnecessary.
Although there are much more needed features/fixes to be added in I don't see this feature too ridiculous of a request or too difficult to pull off.
From a technical perspective it isn't that hard to code (in comparison to the other features). I'm surprised texture blending support doesn't already exist in the engine. It would be a little tougher to implement in the editor however because the user has to be able to 'paint' the multi-texture surfaces. The painted surfaces are then translated to alpha maps that the pixel shader on the video card will use to determine how much of each texture to use per pixel on each face. (100% white = texture1, 0% = texture2, 50% = half each texture etc...) doesn't have to be 2 textures either. Could use an rgba texture map for 4 different textures but this starts to get unnecessary.
Although there are much more needed features/fixes to be added in I don't see this feature too ridiculous of a request or too difficult to pull off.<!--QuoteEnd--></div><!--QuoteEEnd-->
The vertex painting could be done in a 3d app, not asking for a feature like UDK's meshpaint to be implemented in the editor (although that would be awesome,) like in that video. Just want the shader support.
Well I know hammer supports this for the source engine and I remember playing around with it way back with the ut2k4 editor too. If we didn't have this feature in the spark editor we might as well do our own texture blending in photoshop since I'm assuming the majority of this is going to be applied to map geometry and not as much so props although I see some use there too.
The other thing is for texture blending to look correct we need to blend in the pixel shader and not the vertex shader. The vertex shader could hold the different textures for the pixel shader to interpolate between, but it would look weird blending on a per-vertex basis. (unless there are a lot of vertices really close)
Don't see this as too urgent of a feature but it would be really nice.