I can't seem to find any information to really help me out with this problem. I have a concrete texture that is seamless and tiles fine but the problem is (as expected) that you can tell it is repeating. I have never been able to find a solution or a "how-to" to help hide the fact that I am using 1 texture over a large area even though I know this is possible. Is there a specific term I should be searching for?
Thanks,
- Patrick
Replies
https://docs.unrealengine.com/udk/Three/TerrainAdvancedTextures.html
It's for UDK, but the concepts are the same.
It can be done with mix maps tiled differently. There's also a method where a texture is rotated 90 degrees, then scaled and blended into a version of the same texture without transformations.
Not sure on the term though. Maybe detail maps?
But most practices involve 2 textures to create the variation (although sometimes both textures are the same). One texture tiles at normal resolution and the other texture blends with the base texture and can tile/rotate bigger or smaller.
- works well for noise and random patterns like grass, metal and dirt.
Another method is blending two different textures together. One texture represents larger shapes and the other blends in repeating detail.
- good when making large structures, usually natural. Works for cliff rocks and hero assets with a similar detail noise.
Additionally you can mask out areas that the detail map shouldn't affect - like smoother areas or for material variety.
Don't forget , then you would need to remap the values of the rotated normals, that isn't necessary the most straight forward thing to do especially for a beginner. Depending on the nature of the details, this might also look bad. So first I would just suggest to try non rotated detail layer with a different tiling.
You should also use clever scattered small geometry , UV shifting / mesh deformation and UV value scaling in shaders, texture flipping/rotation supported by shaders, vertex normal rotation , decals. Macro derivative maps . roughness macro, multi-layered shaders, different blending math to mix layers, and so on and on depending on subject. In constant search for most effective way. Visually, computationally , labor and texture channel wise, they are limited usually .
Perhaps one of the really creative task in gamedev actually. I consider it like a kind of milti voice music with main tune , bass and high frequencies each having its own rhythm .