I'm trying to figure out how to blend tiled maps togther as they do in video games, using 3d max.
What techniques are used? I heard something about vertex alphas with in the tiles. I'm super lame when it comes to environments, I've been neglecting them for a while, just doing characters.
Ive been trying to find tutorials but I haven't came across any.
any help appreciated.
-los
Replies
To test your tile-ability, you can use Edit-Define Pattern to turn your texture into a Pattern, then you can open a new, larger document, and fill that document with your Pattern (Edit-Fill, choose pattern and select your pattern). If you can see obvious repeats, go back into your texture and work on eliminating those.
Vertex alphas are usually used for "decals" - basically stuff to break up repeated textures (grafiti on walls, scorch marks, etc.). Decals and vertex alpha are also used quite frequently in outdoor environments, since it's usually more natural-looking in busy textures like grass and foliage. You can set vertex alpha in max by selecting verts, and type in an alpha percentage under veterx properties. You probably wont see it blend in the viewport, and I'm not exactly sure if you can, but if somebody knows, please post how.
Hope that helps...
http://www.twisted-strand.com/ut_tutorials/text_tut/index.html
http://www.3drender.com/light/EqTutorial/tiling.htm
http://www.ericchadwick.com/examples/tiling_an_animated_texture.html
Some tools...
http://www.seamlesstexturegenerator.com/
http://www.bpeers.com/software/texsynth/
http://www.logarithmic.net/pfh/resynthesizer
http://www.texturemaker.com/
http://www.lysator.liu.se/~kand/caustics/
http://www.allegorithmic.com/v2/data/imageSynth_Glimpse.mov
http://3t.lastchancemedia.com/
good tips FDD.
I was also wondering about this too last summer, I kinda got it working in Maya, but I don't think I ever figured it out in Max. I'm pretty sure there will be a way, though, maybe by using a Mix map in your material, with a Vertex Color map in the Mixing slot? Just guessing here, though...
A new polygon textured with texture A is applied over texture B and then vertex alphas are used to "erase" into it. Its almost like a layer in photoshop.
This is good because it menas you don't need to create lots of blend textures, and usinga few polygons is very cheap. The same method is used to blend walls into floors - just stopping hard edges in an outside environment.
Mop: Mix maps also work, depending on your engine. Use the two textures inthe textures slots, and then shove an alpha mask in.
There actually is a material that does this. Its the blend material.
alcarus over at cgchat.com explained how to use.
http://www.cgchat.com/forum/showthread.php?s=&threadid=22990
I appreciate the responses guys
-los
fyi, here's how RealityEngine does/did it...
http://reality.artificialstudios.com/twiki/bin/view/Main/MixMapTutorial
(but I bet the bitmap is converted into vertex alpha so it can run in a vertex shader)
and how Unreal does it...
http://udn.epicgames.com/Two/EditingTerrainLayers
(clearly using vertex alpha)
In Max, you can blend multiple textures together, not just two, using the Composite map type and masking with Vertex Color maps:
Composite map
Slot1=Mask map
MaskMapSlot=Texture1
MaskMaskSlot=Vertex Color map 1
Slot2=Mask map
MaskMapSlot=Texture2
MaskMaskSlot=Vertex Color map 2
etc.
Then set each Vertex Color map to a different UV channel, and a Sub channel (R, G, or since you want a grayscale mask value. Each UV channel can be arranged to represent vertex color values... U 0 to 1 is Red 0 to 255, etc.
Anyhow, some ideas to chew on.
-los
It took me a few trys, more than a few actually but, You forgot to metion you need to plug in that composite map In the Diffuse channel. Other than that Just had to learn vertex painting really quick and thats all it took.
Thanks again man.
-los
Wuv u 2 Mop.
so...
you have 2 textures that don til and the meet. Straddle the seam with a group of polys. the egdges should have transparent vertex alpha values. this will blend nicely. EA LOTR's games did this everywhere.