Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Nov 30 5:12 am)
Another way to do it would be to use World space mapping, which uses the same coordinates regardless of object orientation or poly density. This may not be feasible for your objects or textures, but it's nice with procedural textures and such. One thing to also check is that the polygon seams between your terrain and the ground are as seamless as possible. A good way to do this is to filter the terrain altitudes so that the slope of the filter at zero is almost flat, then gradually ramps up. (a good example is the "young mountain" preset, but it doesn't have to be that extreme)
Another thing I might mention...don't know if this would so much apply to a mountain and ground plane, but it does apply to multiple terrains sharing the same material. If you're using, say, the Grass and Rock material on one terrain, and you want it on a second terrain as well, rename the second one to Grass and Rock 2 or something, as long as it's a different name. That will eliminate all the weirdness you might see in the materials getting "confused", particularly where altitude dependence is being used. Just a tip. :)
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I've been playing with my new vue for a couple of days now, and i'm wondering this: If you apply a texture to the ground, and then bring in a terrain having the same texture, they don't seem to share the same degree of tiling. I've notice that the terrains seem to have a greater mesh density than the ground, and I figure this probably has something to do with it. How do you bring in a terrain so that it will combine seamlessly with the ground? So that you see the same smooth texturing across ground and terrain? Thanks.