stonemason opened this issue on May 20, 2013 · 24 posts
seachnasaigh posted Wed, 22 May 2013 at 12:57 AM
I wonder if a tiny bit of ambient added to the striping would counteract the AO shadow (only if IDL is engaged)? A shameless hack, but if it works...
I think this RGB map is 512x512, but the Lothlorien RGB map was 1024. Can't remember offhand. For your streets, a crosswalk would be just a little rectangle on the RGB map, but that rectangle tells the nodework to overlay a (higher res) stripe map in that location. Imagine a 512-pixel stripe map being overlaid onto the asphalt wherever a tiny red rectangle appeared in the RGB map. So, even in closeups, you retain good detail.
For the asphalt itself, I use two similar but distinct asymmetrical tiles, with a "scrambler" map to randomize which texture map is used in a given area, blending transtions between the tiles. Also, the tiles are set to repeat at slightly offset scales so that theirpatterns are not synched. This enables you to cover a vast area with just two 512-pixel texture maps, while avoiding that obvious "checkerboard" pattern common to tile repetition.
two tiles with a "scrambler", but with the tiles different enough that you can see how they are distributed in the final output:
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