Pregunta

I have a 3D terrain (a voxel mesh, my "arbitrary mesh"). I know how to "splat" the texture down from above the mesh, but on vertical or steep slopes it smears.

I have access to the normals and positions of each vertex. How would I generate UVs (without using a shader, so no true tri-planar colour blending) so that the texture is not smeared on steep slopes and meets up nicely with itself (no sharp seams)?

¿Fue útil?

Solución

Without a shader, you are a bit stuck. Tri-planar works by using three planar projection for uvs ( one for each world planes : XY, YZ, and XZ ) and then blend the three layers with the normal values pow by some value as coefficient.

What are the options you have to render your terrain, are you allowed to edit the geometry ? Can you do multi pass rendering with alpha blend ?

Everything is shader, why are they inaccessible ?

Licenciado bajo: CC-BY-SA con atribución
No afiliado a StackOverflow
scroll top