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Layered Texture Distortion

polycounter lvl 18
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Striff polycounter lvl 18
Hey guys, I seem to be having a problem with my blend layer. When I create my blend layer, the result is a distorted texture, that semi represents what I want.

Here is what the distortion looks like :

viewport.jpg

Here is a picture of my hypershade of all the parts that make up the layer :

hypershade.jpg


My two color maps (which tile box horizontaly and verticaly) :

01.jpg

03.jpg

And my alpha map (which tiles horizontaly) :

transition.jpg

Here is what the attributes of my layered texture look like for each layer, in case you are wondering :
texture01.jpg

texture02.jpg

Does anyone have any ideas as to what is cauising this distortion and how to go about fixing it?

Thanks a ton!

Replies

  • MoP
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    MoP polycounter lvl 18
    Gah, I remember having the exact same problem last year. I can't remember how I got round it, or even if I ever did... have you tried rendering? Chances are it'll look fine in the render.
  • Daz
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    Daz polycounter lvl 18
    hhhmm, have you tried messing with the different settings in the hardware texturing tab of each material?
  • Striff
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    Striff polycounter lvl 18
    Nope, it is all fugged up in the render as well frown.gif

    Ill try that, Daz..but now I must go to the movies!
  • vahl
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    vahl polycounter lvl 18
    did you try using a layered shader instead of the layered texture ? I remember the layered texture has some flaws the layered shader doesn't, even though it's a bit slower to render
    and you can still output it into a lambert or surface shader at the very end.
  • MoP
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    MoP polycounter lvl 18
    Ohhh, I think Vahl's right here... the Layered Shader is what I ended up using instead of the Layered Texture.
  • Striff
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    Striff polycounter lvl 18
    It's doing the exact same thing with layered shaders... =/
  • Daz
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    Daz polycounter lvl 18
    And you're sure its not just the hardware display? It's definitely rendering like that too?

    Just to be clear here, when you say 'distortion' you're referring to the pixellation right? Or is there another issue I'm missing?

    I just replicated exactly what you have. Seems to work to me. Try it here: http://www.daz-art.com/layered.mb

    layered.jpg
  • Striff
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    Striff polycounter lvl 18
    Alright got it to work..I was doing something wrong with the hardware display..thanks Daz!!
  • Striff
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    Striff polycounter lvl 18
    Alright, still having a bit of a problem, but this time it seems to be the "fuzzyness" of the layered texture between the other two planes.

    Normaly my path looks like this :

    whole.gif

    I thought I had to break my model up into three pieces so I could assign a diffrent texture to each of them (The dirt, the layered texture, and the cement). So I broke it up into this :

    1.gif

    Now, after I apply the right materials to the three, I end up with a fuzyness as seen here :

    http://www.guildmidnight.com/transition_help/fuzzy/closeup.jpg

    Its pretty easy to tell that the texture stops, and a new one begins.

    Does anyone know how to make it flawless between the textures? My guess is maybe combind the planes into one and use UV sets (which I know little of, so if you think that might work..an explination would be great!).

    Thanks a lot for your time guys!
  • Daz
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    Daz polycounter lvl 18
    Unless Im going crazy this seems like the exact same issue as before.

    What I see is a disparity in hardware display texture resolution between the materials. So make sure they're the same:

    text.jpg
  • Striff
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    Striff polycounter lvl 18
    Well Daz, when I set the Texture Resolution of the other two materials to Highest (it was on default before), the textures get all fugged up like the origional problem I had! This really dosnt make sense...very weird problem...
  • Daz
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    Daz polycounter lvl 18
    It could be that there is some kind of limit on using the highest setting in conjunction with alpha or something, I really don't know. I'm sure with a little fiddling around you could get their resolution equal.

    Besides, is it really such a huge deal? You realise this is only affecting display right? If this is going to end up in a game engine, no problem. Likewise for rendering, no problem.
  • Striff
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    Striff polycounter lvl 18
    It is still a little bit noticable in a render, but no huge deal. I appriciate all the help Daz! =)
  • Daz
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    Daz polycounter lvl 18
    Wait, that's impossible. They have to be the same in a render. Everything discussed in this thread is only pertaining to the hardware display. Show us a render.
  • Striff
  • MoP
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    MoP polycounter lvl 18
    I'm not noticing any seams or much difference between the areas in that render...
  • Striff
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    Striff polycounter lvl 18
    Yea, It only reall shows if you are doing a close up render, guess I won't do any of those.

    Thanks Daz and MoP!
  • Striff
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    Striff polycounter lvl 18
    Alright decided to bring this back to life as I need more help with texture blending.

    I have a grass texture and a cliff texture I need to blend together at the top of the cliff texture. The Cliff texture is a 1024 x 1024 horizontaly repeating texture, and the grass texture is 512 x 512 and is seamless in both directions.

    Ive tried a blend layer, but since the cliff texture tiles horizontaly, the scale is way off for the dirt that is part of the blend layer.

    Anyone have any experience or ideas on how to do this? Maya kinda stinks at this sort of stuff confused.gif

    blendhelp.jpg
  • MoP
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    MoP polycounter lvl 18
    I'd use a black and white horizontally tiling mask texture, that way you don't need to make a "combined" texture, just have your shader set up so that white areas of the mask are your dirt texture, black areas are the cliff texture, or something like that.
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    I believe that Maya just doesn't display this type of thing in the viewport. I remember it being a limitation with the hardware view. I haven't done this in Maya in a long time though. Malcolm is this right?
  • Striff
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    Striff polycounter lvl 18
    I follow what your sayin MoP, but what would I assign this texture to? Ide assume the cliff but I'm not sure. Also, how would you go about doing this if your not using a blend texture?

    Thanks MoP.
  • MoP
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    MoP polycounter lvl 18
    Well, I've never done it in Maya but in Max there's such a thing as a "mix" map, which has 3 slots (or nodes in maya's case i guess) - one for each base texture, and the 3rd for the alpha map. it doesn't display properly in the viewport but when rendered it's fine, and i've seen this used in realtime engines before... dunno how you'd do it in maya though.
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    You can do that with a multitexture I believe. Just using an alpha as the blend. Personally I would just have the sand on separate geometry above the other one .005 and alpha vert the edges. But that won't render out of Maya. You'd have to use an alpha texture for it.
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