Sheedee opened this issue on Mar 16, 2013 · 23 posts
seachnasaigh posted Sun, 17 March 2013 at 3:42 PM
You can use tiled images to cover a large area and still avoid obvious repetition, or even have distinct areas such as the brick wall's blocked-up doorway.
Use two similar -but different- tiles, and a randomizing map (or spots procedural) to break up the repetition. Make distinctly different areas by using an RGB map as a discriminator (mask) to control which texture prevails in a given area.
This terrain is too large for even an 8196 map to texture with acceptable detail. Repeating a single tile umpteen times would betray a checkerboard sort of pattern. By using randomized alternate tiles, it avoids repetition. By using the RGB discriminator mask, it can have bare footpaths, muddy streambanks, and stony outcroppings amongst the grassy groundcover. The big trees use the same technique for bark texturing.
The nodework looks hideous,
...but it's really just a daisy chain of the randomized two-alternate-tile node set,
...combined with the RGB discrimnator mask:
This method will cover a massive model at modest memory cost, yet still provide good detail for close shots:
Oh, aaaargh! The click-links open the Photobucket album page, instead of expanding the image to full size; I don't know how to fix that.
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5