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Carrara F.A.Q (Last Updated: 2024 Nov 28 3:44 pm)

 

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Subject: I'm still having problems with texture map sizes on terrains :(


dlk30341 ( ) posted Wed, 28 December 2005 at 2:57 PM · edited Sat, 30 November 2024 at 2:32 PM

I just can't seem to get this squared away in my mind. I apply a jpg to a single mountain. I need to shrink down the texture scale. When I do this with flat mapping it looks hideous(it doesn't lie properly). So I bought Shader Ops in hopes I could use the scale function to shrink it down, to no avail, when I say scale for example to 1.00 nothing happens :( I need some help, I'm lost in this area. Tiling looks bad as well.


Zekaric ( ) posted Wed, 28 December 2005 at 6:35 PM

Can you post some of the results you are getting and maybe more insight as to what you are trying to get? I'm not sure I'm exactly following what you are hoping to achieve.


dlk30341 ( ) posted Wed, 28 December 2005 at 6:53 PM

Thanks...I've been piddling all afternoon today.....I think I'm getting closer though...will continue at it. For example you have a map that is 512 x 512(pick any number) & it's obvioulsy going to stretch across the terrain & look stretched....I was trying to shrink it down, similiar to what I used to do in Vue. In that program I could just type in a number for the material scale & it the material would adjust accordingly(this was under object mapping). I was trying to find something similiar in C5P. Flat mapping in C5P distorts the map depending on the terrain shape(with transform adj's) BUt I'm finding, it's a combo of things I need to do. I'll continue to play.


ren_mem ( ) posted Wed, 28 December 2005 at 8:58 PM

UV mapping in Carrara is something I would like to get some good tutorials, on as well.Might check 3dxtract.com. I just don't seem to find as much info on this. Some in the c3 handbook.Manual doesn't have much here.

No need to think outside the box....
    Just make it invisible.


Zekaric ( ) posted Wed, 28 December 2005 at 10:49 PM

What you could try it to create a texture at the same resolution as the terrain (or some multiple). Using masks and such to only block out the areas you want to work in. Finding and texturing the mountain you want may not be as difficult then.


ren_mem ( ) posted Wed, 28 December 2005 at 11:20 PM

I think general uv practice is twice the maximum resolution at which you will render.

No need to think outside the box....
    Just make it invisible.


ren_mem ( ) posted Thu, 29 December 2005 at 7:39 AM · edited Thu, 29 December 2005 at 7:40 AM

file_315151.jpg

I am not sure how you are going about it. Also not sure what you are getting, but here is something I threw together(don't know if this is a correct method or not). See if it helps. I created a terrain 2049x2049 then cleared it(which for my example made it flat). Then I added a texture map to shader and removed everything else an included texture at 1280x960. This has no bump, displacement or anything. Sorry dippy forum..also I chose tile seamlessly.

Message edited on: 12/29/2005 07:40

No need to think outside the box....
    Just make it invisible.


ren_mem ( ) posted Thu, 29 December 2005 at 7:47 AM

file_315152.jpg

This one is with a preset terrain map.

No need to think outside the box....
    Just make it invisible.


ren_mem ( ) posted Thu, 29 December 2005 at 7:50 AM

Did you convert the object to a vertex object to uv map it?

No need to think outside the box....
    Just make it invisible.


dlk30341 ( ) posted Thu, 29 December 2005 at 8:35 AM

Sorry for the late reply......No I did not convert to vertex object...where do I do that?


Zekaric ( ) posted Thu, 29 December 2005 at 11:05 AM

If you convert a terrain to a vertex object you lose all fidelity of the terrain as it'll be reduced from what you started with to some paltry grid... Or at least it did everytime I've tried. But in case you want to try it out, there is a menu option to convert to different modeller. I don't have access to Carrara where I am at the moment but it shouldn't be too hard to find under the menus.


dlk30341 ( ) posted Thu, 29 December 2005 at 3:12 PM

Thanks :)


ren_mem ( ) posted Thu, 29 December 2005 at 4:54 PM

Yeah, I wasn't suggesting that you do just trying to see what you might be trying. Tho it never hurts to play. It should just convert it to a vertex object where you can use modeling and uv tools, but I think the grid being referred to is a mesh. The terrain editor is not bad, so like I said not recommending it just curious.

No need to think outside the box....
    Just make it invisible.


Zekaric ( ) posted Thu, 29 December 2005 at 6:18 PM · edited Thu, 29 December 2005 at 6:20 PM

I wasn't clear. When I mentioned "paltry grid" I was trying to say the following.

Say I have a terrain of 4Kx4K points. Converting to a vertex object will just take (I believe from observation) the displayed appoximation version of the terrain not the 4Kx4K data points. The displayed approximation version maxs out at about 512x512 I think (I could be wrong) which really is a poor approximation of the full terrain.

I wanted to use this trick for a render I had in mind. I had a column that I wanted to look broken. So I figured I'd take a terrain and convert it to a vertex object and with some clean up use boolean logic to make the ragged cap. It didn't really work. :(

I've also noticed, not sure if this really matters here, is that terrains, if given a modifier in the scene, like bend, will not work on the full terrain but on the displayed appoximation version to perform it's operation. As a result the render is not what you are expecting. Which I find really bites because I wanted to make a detailed terrain and then bend it 90/180/360 degrees to make a column.

Just attaching a texture map to a terrain, that texture map should stretch to fill the entire terrain. That's why I suggested to match a texture map image with the terrain's x and y point count or multiple of the counts so that placing a detail on a terrain is pretty trivial.

Message edited on: 12/29/2005 18:20


ren_mem ( ) posted Thu, 29 December 2005 at 10:57 PM

Yeah moving terrains into or out of programs creates this kind of problem. I was playing with trees, one time importing them into a couple of programs...now that was a mess.Yeah, I wasn't too thrilled w/ it for caves either. I suppose w/ alot of tweaking.I think vue has a skin feature that may work better for this.

No need to think outside the box....
    Just make it invisible.


ren_mem ( ) posted Sat, 31 December 2005 at 4:23 AM

Could you create a mixed shader w/ displacement for this. The terrain texturing is all shader and w/ displacement you should be able to get a similiar effect. Altho it depends on exactly what you were going for.I may do that myself for a cave might work better. Haven't tried it in c5p tho.

No need to think outside the box....
    Just make it invisible.


Zekaric ( ) posted Sun, 01 January 2006 at 2:43 PM

I don't plan on upgrading to C5P. Still working with C4 for now. Anything Grooves does an decent job but it has it's issues as well.


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