Timeline for Procedural terrain - how to blend textures between dynamic meshes
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 18, 2018 at 22:36 | history | edited | Kanadaj | CC BY-SA 4.0 | added 136 characters in body |
| Jun 18, 2018 at 22:36 | comment | added | Kanadaj | @tbkn23 Always remember archive.org ;) web.archive.org/web/20160423012602/https://scrawkblog.com/2013/… | |
| Jun 18, 2018 at 5:00 | comment | added | Tomer B | Unfortunately link no longer works. | |
| Feb 24, 2014 at 8:17 | comment | added | Leggy7 | sure, you can find me here when you are available | |
| Feb 24, 2014 at 1:51 | comment | added | Kanadaj | For lighting and shadows you need Unity Pro anyways for dynamic meshes to work properly... The shader itself though should work properly even if you change your meshes. If it's not clear, say it, I'll clear it up as much as I can when I have the time. | |
| Feb 22, 2014 at 23:57 | comment | added | Leggy7 | indeed the result is awesome but maybe I am not undersanding something. In the project there are 64 model mesh, 64 mpas for lighting effect, 64 shadow effect and so on. Then a script iterate over the 64 meshes and set the renderer through the shader which blends everything for each mesh. So this is some static thing because if I change one mesh (for example swapping its position with another mesh) their rendering is no longer fine | |
| Feb 22, 2014 at 22:51 | comment | added | Kanadaj | The 64 meshes are not the same (or don't have to be). You can match boundaries by code, but what you should really look at is his shaders, since there is quite a bit of "magic" there, matching up the mesh edges so removing the seams and blending the textures to create a nice terrain. | |
| Feb 22, 2014 at 16:31 | comment | added | Leggy7 | This is indeed a very interesting project. I'm at my first try with unity and I'm quite a beginner with graphics. What I am understanding is that this guy has 64 meshes and for each one he has the same terrain. This tarrain contains 6 textures. As far as I had been able to understand he uses 64 maps, one per mesh, of 4 different types which are used in the shader. This cannot fit my project since can't have static maps to choose which materials are to show and which to hide. He built his project with static components so they match perfectly on their boundaries. But I have dynamic meshes | |
| Feb 22, 2014 at 2:10 | history | answered | Kanadaj | CC BY-SA 3.0 |