I haven't found too many resources on the topic of diffuse tinting( so I figured I'd open up a discussion about it. So what am I talking about? You might think of this as something similar to team color in an RTS. Where based on a player color you need to color change objects or parts of objects. I'm curious to see how…
at my workplace we keep the diffuse texture desaturated/lighter in the areas you want to dye, there is a user select-able color that gets masked by the 'dye map' and multiplied over the diffuse texture. you can easily have multiple color-able regions by using multiple masks. this is very inexpensive.
I recently toyed with diffuse tinting on my Jet Bike: http://georgesokol.blogspot.com/2012/03/jet-bike.html I used an RGB texture, and used the values for different parts of the paint. I just made a couple different textures for different paint jobs, so I could pick the paint style, then change each color. I don't really…
For opaque objects it's easy (assuming you aren't using the A channel). Paint your usual diffuse, with the bits you want completely changed the most being pure white. Any bits were you want it to be slightly brighter, paint them so they appear good as if the team colour was white. Then in your alpha channel, make it all…
There are quite a number of ways you can approach color variations, with varying degrees of control and results, but a combination of masks and shader math (eg. gsokol's bike, or have a look at Jesse Sosa's Mutant League entry) will generally be the way to go. Once you've got the masks settled, you can go about the actual…
Sooo a co worker of mine was showing off his guild wars 2 beta... gotta say the color customizing in that game looks great. Anyone know if they're swapping textures or defining a color that's multiplied over the diffuse? (if anyone else here happens to have the beta :P) This sounds like a pretty good method. When you have…
I toyed with using a LUT file straight out of photoshop on our diffuse textures ingame. So rather than it being a screen space effect, I simply used a specific LUT on a texture before it was rendered but after it was passed into memory. It allowed me to control anything on the colour, so if a texture had blue, I could make…
Gradient map approach are pretty well off in many regards, but they do cost a pretty instruction count when you want to do procedurally. The MINIMUM amount of gradient cuts you should aim for in 9, since anything less you will give a more old school Quake-y graphics. Also, you'll need a good cavity/displacement/AO setup,…
Looks nice! If you had more damage/scratches would it have become a problem using this method? Just curios... has anyone had any experience using gradient maps for texture variation? I.e what sort of limitations they have and how difficult they are to write into a shader?
I think it would have been difficult. If I were wanting to add more damage, I had toyed with the idea of making a separate "damage" map, and different masks for damage, then just lerping that onto the shader after the color mixing is done. That would open up the possibility of having different damage masks as well, and if…