Im assuming thatthis can be done with more than one "alpha layer" and with the
Terrain Scene Manager using a hight map as the "mesh".
Or is this only static meshs?
Just trying to figure out the files i need ETC...
Alpha_Splatting
- Kentamanos
- Minaton
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I don't have a lot of practical experience with alpha splatting, but I read this wiki entry, and think I understand the concept:
http://www.ogre3d.org/wiki/index.php/Ma ... _Splatting
Why would you need more than one "alpha layer"?
Are you trying to transition between more than just two textures? If so, I think you could still use just one alpha texture and break up the range of the bits into chunks to make it transition between multiple textures. For instance, instead of a 8 bit (256 levels of transition between 2 textures), you could go to 16-bit alpha and make 0-255 represent a mix between texture 1 and 2, 256-511 represent a mix between texture 2 and 3, etc. I hope I'm explaining this well (again, I haven't tried this stuff, but I don't know why it wouldn't be possible).
As far as using it in the TSM, I assume it's possible since it's essentially handled in a material script. I could be wrong though...
http://www.ogre3d.org/wiki/index.php/Ma ... _Splatting
Why would you need more than one "alpha layer"?
Are you trying to transition between more than just two textures? If so, I think you could still use just one alpha texture and break up the range of the bits into chunks to make it transition between multiple textures. For instance, instead of a 8 bit (256 levels of transition between 2 textures), you could go to 16-bit alpha and make 0-255 represent a mix between texture 1 and 2, 256-511 represent a mix between texture 2 and 3, etc. I hope I'm explaining this well (again, I haven't tried this stuff, but I don't know why it wouldn't be possible).
As far as using it in the TSM, I assume it's possible since it's essentially handled in a material script. I could be wrong though...
- tuan kuranes
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Not a programer, just trying to understand the "process" for myself.tuan kuranes wrote:Yes it can be done.
Ogre addons plsm2 offers multiples materials for splatting terrains. (using multiples pass or multiples texture units) up to 4 alpha blend.
Use ogre wiki to download the sdk compatible plsm2 version or browse the ogre webcvs. for splatting2.material or splatting7.material
As in, what is required from the artiest to make this work (File type, size, Special restrections..ETC)
plsm2
Isnt that the paging landscape manger?
I was refering the the terran manger... I dont need paging landscapes as the project only requires one area.
I did look at the samples that came with the exampile stuff in the big-ole-dll download.
But i gues what im asking is....
For this processes i need..
The bace layer (tiled across the entire terrain)
Sand texture alpha layer + Grass Texture layer Detail
Grass texture alpha layer + Grass Texture layer Detail
Stone path texture alpha layer + Stone path layer Detail
Grass w/ flowers texture alpha layer + Grass w/ flowers layer Detail
The hightmap (16 bit RAW greyscale)
.......
Yes, no?
Im curently using Freeworld3d and Textures i have made. I wish to use the files it spits out, so im just checking if im on track.
- tuan kuranes
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yes, that what you need, in case of fixed function splatting. (splatting2 or splatting7 texture mode)
Splatting using shader would use a RGBA texture (each color channel acting as a alpha layer) + layers textures. (splattingshader texture mode)
But TSM doesn't handle "alpha layer" unless it's RGBA 32 bits textures. (plsm2 supports 8bit alpha layer.)
PLSM has much more advantages than just paging and does everything TSM do.
Perhaps we should we name it the :
"Displacment Deformable Paintable Paging SplattingScene Manager"
(check Ogre::wiki page on the plsm2 to have more information on capabilites. Check MapEditor forum thread for a tool to generate/modify/paint terrain directly.)
Splatting using shader would use a RGBA texture (each color channel acting as a alpha layer) + layers textures. (splattingshader texture mode)
But TSM doesn't handle "alpha layer" unless it's RGBA 32 bits textures. (plsm2 supports 8bit alpha layer.)
PLSM has much more advantages than just paging and does everything TSM do.
Perhaps we should we name it the :
"Displacment Deformable Paintable Paging SplattingScene Manager"
(check Ogre::wiki page on the plsm2 to have more information on capabilites. Check MapEditor forum thread for a tool to generate/modify/paint terrain directly.)