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planar texturing rawks

paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
03-08-2006 09:00
Planar texturing seems to allow a texture to be applied to a surface without regard for the topsize. Neato!
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-08-2006 10:02
Try playing with planar textures on twisted sliced toruses. :)
paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
freaky on spheres
03-08-2006 11:36
Pt looks freaky on spheres. :) I wonder if LL can use planar texturing to improve terrain textures, specifically the sides of mountains where textures look strangely stretched...
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Argent Stonecutter
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03-08-2006 12:12
From: paulie Femto
Pt looks freaky on spheres.
Try taking a sphere or torus, twisting it -360..360, flattening it in the Z axis, and applying a planar texture. Then try it with various dimpling options.

I agree, planar textures on terrain would rock.
Beatfox Xevious
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Join date: 1 Jun 2004
Posts: 879
03-08-2006 13:00
From: Argent Stonecutter
I agree, planar textures on terrain would rock.
Actually, I believe terrain textures are already planar-mapped (to the latitude-longitude plane -- don't remember offhand which XYZ plane that is). This is what causes the distortions paulie mentions in the first place. Unfortunately, since there's no way to divide land into distinct "sides" as with prims, there will always be distortion on slopes.

It may be possible to map based on surface normals, but this could be a little complicated to calculate (and it still would require some degree of texture distortion, though it shouldn't be as noticeable). Maybe someone with more knowledge on texture mapping could chime in here?

Edit: After thinking about it a little more, I'm not so sure the surface-normal mapping would really work out. The mapping for all the surrounding ground would pretty much have to be recalculated every time the ground was altered, and there would be vast differences in texture scale everywhere. Hmm... maybe planar mapping on several different planes could be used, and the ground would blend between them based on surface normal...
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
texturing for dummies
03-08-2006 13:38
I'm no texture guru. I was just spitballin when I suggested using planar projections for terrain. :)

Hers's a link to a "texturing for dummies" article:
http://www.newtek.com/products/lightwave/tutorials/surface/texturing_for_dummies_002/

For ideas on generating and texturing game terrain, maybe some of these would help:
http://www.vterrain.org/Games/

Since LL is already using Havok for physics, FMOD for sound, moving to SPEEDTREE for trees and foliage, maybe they could use a third-party terrain system, too.
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Candide LeMay
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Join date: 30 Dec 2004
Posts: 538
03-09-2006 02:01
Which reminds me ... we need a way to set this using a script!
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
03-09-2006 03:18
Thank you Candide for reminding me. I keep forgetting to write a feature suggestion.

BTW the lands UV texture cords never change. Only the Z cord in the mesh X & Y are static.
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Beatfox Xevious
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03-09-2006 12:52
From: Strife Onizuka
BTW the lands UV texture cords never change. Only the Z cord in the mesh X & Y are static.
Well, if you're gonna get all technical about it... :p
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