Blending mode for terrain materials....

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93 posts Page 9 of 10
Timmy
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by Timmy » Fri Jul 21, 2017 1:54 pm
damik wrote:i don't understand what this happen )), but this my screenshots before and after
befor


I'm not 100% sure what versions of t3d we are talking about here. If that sand texture is the stock sand texture from t3d, than i'm guessing picture 1 is from a version of T3D before the change to linear space and picture 2 is a version of T3D that now uses linear space. If you could give a bit more info, i'll be able to give you a better explanation.

For example: What i think is the original texture(do correct me if im wrong) is in the middle, notice how the pic on the left, the sand color is wrong, on the right it is correct. Im guessing if you compared the other original textures like the one on the bricks for example, the picture on the right would be correct.

Image
Duion
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by Duion » Fri Jul 21, 2017 3:21 pm
My question was about how he was able to get it to change the prop models texture blending as well, since not just the terrain textures are different in those comparison shots, so there is more going on than just terrain blending, but only some prop models have changed.

My guess is that the changed prop models are made with the sketch tool, so somehow the new algorithm changes the blending on the sketch shapes as well?!
Timmy
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by Timmy » Fri Jul 21, 2017 3:28 pm
Duion wrote:My question was about how he was able to get it to change the prop models texture blending as well, since not just the terrain textures are different in those comparison shots, so there is more going on than just terrain blending, but only some prop models have changed.

My guess is that the changed prop models are made with the sketch tool, so somehow the new algorithm changes the blending on the sketch shapes as well?!


Yeah i mentioned the brick texture too in my post, i just used the sand texture because i have that one handy, i'm guessing this is a pic of T3D 3.8 (or earlier) vs either 3.10 or even the latest development branch. That would perfectly explain the color change with both mesh and terrain. @
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damik
will have to confirm exactly which versions.
Duion
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by Duion » Fri Jul 21, 2017 5:51 pm
But the trees and the crystalpole in the front did not change in color.
damik
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by damik » Fri Jul 21, 2017 6:19 pm
T3D 3.8. There is nothing unusual here. I just changed in GIMP diffuse textures in terrain, diffuse and detail textures and material color in materials of wall and floor.
Duion
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by Duion » Fri Jul 21, 2017 8:10 pm
@
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damik

Then why are you posting that here? We are trying to compare different blending algorithms on the same scenes with same settings.
damik
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by damik » Fri Jul 21, 2017 8:32 pm
Duion wrote:@damik
Then why are you posting that here? We are trying to compare different blending algorithms on the same scenes with same settings.


damik wrote:
Timmy wrote:Some more tests on another map:
Thanks for all the examples. If anyone else wants to test it but doesn't like dealing with git, just pm or something and i'll chuck up a binary for testing with these changes, i can supply a windows, linux or mac binary.

sorry, up images is default blending
Timmy
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by Timmy » Sat Jul 22, 2017 2:06 am
I'm totally confused, i'm not sure i am following what you are saying @
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damik
. First thing if you are using version 3.8, than you don't need this blend fix and definitely shouldn't apply that PR to your code, it is only for 3.10 or people using the development branch.

Back to your before and after pictures, im really confused by you saying this "I just changed in GIMP diffuse textures in terrain", so i'm really not 100% sure what it is exactly that im looking at in those before/after shots.

@
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Duion
yep you are totally correct, i had the blinkers on trying to justify the change in color from all the other stuff i completely missed the most obvious aspect, the trees don't change color.
Mitovo
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by Mitovo » Wed Aug 09, 2017 5:45 pm
So, reading through this thread, while I don't understand the technicalities of what was being discussed, I got the idea that something had been changed between previous versions of T3D, and version 10 that changed the way terrain textures are blended? That clicked with me, as I had been able to get terrain materials to look fine in previous versions, but then suddenly couldn't with 3.10 (and maybe 3.9? I don't recall).

I've always known that T3D can produce great looking terrains, and I've been playing Life is Feudal, which I'm sure uses a previous version of T3D, and that game's terrains look awesome.

So I went ahead and tried 3.8 to see if it would make a difference and, lo and behold, everything looks fine. I'm using the same textures/layers that I tried unsuccessfully to get to look acceptable in 3.10.

Here's a shot I took of my "tests" in 3.8 with a few texture layers, and a nifty decal road. The textures are nothing to scream about; was more concerned about getting them to look "right" more so than "good".
Image

So yeah... seems fine there.

Something else did arise, though. I noticed that if I go over 3 terrain layers, that 4th layer will have a kind of "halo" around the texture, instead of blending smoothly into the layer(s) beneath it. Is this a known thing, or is there some good way of getting around that?

Anyway, I still don't think it would be a *bad* idea to introduce another option for terrain texturing and let people decide which they prefer to work with (similarly to how you allow them to choose Physics versions, etc), as per my previous posts... I think maybe reverting the "math" to how it was in 3.8 could be fine as well?


Thanks :)
Duion
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by Duion » Wed Aug 09, 2017 7:15 pm
Life is Feudal does not have that good terrains, they are kind of mediocre and the textures as well. The thing with Life is Feudal is, that the Terrain can be modified ingame as well as all the other stuff, therefore you cannot enhance it artistically by hand. If you use baked basetextures for the whole terrain and high res textures you can even achieve much better results than Life is Feudal. Look at BeamNG they have much nicer terrains, but it all depends on scene.

Regarding the "halo" around the textures, yes I noticed that as well with the terrain, I don't know why that is, but it may have to do something with that the blending algorithms change if you blend more than 3 textures. Maybe someone else can explain why that is, but at least I noticed that as well.
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