#my rocks, same texture

1 messages · Page 1 of 1 (latest)

brave void
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It does look much better, but how is the texture applied

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Triplanar, or UVs, or it's newly baked from Substance for that rock geometry?

drowsy knoll
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uv mapped

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texture atlas for several rocks

brave void
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But it's the exact same flat texture?

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I'd expect to see some seams when applied to such a bumpy mesh

drowsy knoll
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yes and same normal map

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probably different tiling

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wait you may be right

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I might have applied triplanar in substance painter

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then it's UV mapped in unity after applying it as triplanar in painter

brave void
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That means this variant of the rock material is baked for that rock

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In Substance

drowsy knoll
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yes

brave void
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So it's a different texture, not entirely comparable

drowsy knoll
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well I can try

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applying the same texture on a custom cave wall mesh

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the same as with the digger mesh

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cause digger is using its own shader

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because

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digger actually has a broken shader for unity 6

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one guy volunteered to fix the shader

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he did but I have these normal map issues

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probably it's not fixed entirely

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I would have thought just ditch digger but he says he sees no issue (maybe he used textures with weak normals) and I noticed the problem on another custom made mesh

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but that one actually has fucked up geometry and I think flipped normals

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so my first suspect is the digger shader...I will just try on mesh walls

brave void
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Could be, but applying normal maps on rounded geometry that the normal maps were not designed for is a common cause of issues on its own

drowsy knoll
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eough terrain too?

brave void
# drowsy knoll eough terrain too?

I believe so yes, but you can never have too sharp angles with Terrain because it uses a very simple planar mapping that will distort with any texture

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Unless you stick to relatively flat hills which hides all issues like that to begin with

drowsy knoll
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I believe you may be right about that

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because

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you could see in the example in the video the artifact happened on a shard triangle

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but that is because digger doesn't let me go higher poly

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another reason why I want to subdivide and sculpt in blender

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if I smooth it out with more geometry, it could fix itself

brave void
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This happens also on this mock up cave, left with cube projected mesh UVs, right with triplanar mapping

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Again I believe because when the mesh curves, a tangent space normal map can't really keep up with it

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Unless the normal map is baked with the mesh to consider this curvature

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Triplanar with much lesser strength looks better, but it ultimately has to contend with the fact that the geometry is a smooth blob

drowsy knoll
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so you think even with more geometry and less harsh edges, it will still look wrong?

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well I can only test

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and reduce the normal a bit maybe

brave void
drowsy knoll
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OK it's a shader issue after all, thank god

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this is a normal bnlender mesh

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well actually, exported digger mesh but same thing

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it looks a lot more normal, no pun intended

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a few spots are still somewhat iffy but it will work when I fix everything and I can still reduce normal intensity slightly

brave void
drowsy knoll
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that's what I'm doing

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currently sculpting terrain in blender

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it's hard work but hey, it's honest work

drowsy knoll
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but I will find some mesh painting solution

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besides, I have more geometry and better sculpting tools in blender

brave void
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Usually some kind of triplanar shader is the only practical option

drowsy knoll
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There's for example the microsplat mesh workflow

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There is also pokybrush which is free but it allows only 4 textures and somehow doesn't allow normal maps

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People edited their shader to allow that

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Weird

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Btw will it be hard to find a simple runtime mesh painting solution without uv map

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Someone said I won't be able to do it but I probably should

brave void
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Whatever "painting" tool you might want to use doesn't change the situation that none of them can make the choice of texture mapping go away automatically

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If the UVs are projected or unwrapped, there's guaranteed to be seams

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Planar mapping only works for horizontal terrains

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Which leaves you with triplanar (and biplanar) mapping

drowsy knoll
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There is also a triplanar addon for microsplat so it should be fine

brave void
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It's expensive to render and might still cause the kind of artifacts that we've seen with normal maps, but it's probably the best option you've got

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Baking unique textures for each part of the cave is not something I'd consider viable unless you can re-use the cave parts extremely conservatively

drowsy knoll
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yeah no I won't do that

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what about the realtime painting? Just color painting, that's all

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I want to give my players the option to draw on walls with a marker

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someone said it would be hard without UVs but there should be some kind of vertex painting asset or triplanar as well or something

brave void
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That makes everything a lot more complicated

drowsy knoll
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it does? shit

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so he was right?

brave void
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Triplanar is no-go
Vertex painting is doable but the resolution is incredibly low, and it'll show
Modifying the mesh data of the whole cave every frame might cause performance concerns but can't say anything for sure

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You could use triplanar mapping for the rock textures, but have it unwrapped for texture painting

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The advantage is that the unwrap doesn't have to be very good, since you don't have to map a continuous pattern to it
Disadvantage is that you'll still need a huge RT texture for the painting despite that, and the resolution won't be great

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There's a reason why games tend to very carefully constrain the area of where you're allowed to paint, rarely give you any high resolution for it

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Another option still is to simulate paint with lots of decals
This is often the best option, but only if you don't need crisp brush strokes or accuracy

drowsy knoll
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what do you mean lots of decals

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you mean one click is one ''point''

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like small ball of paint

brave void
drowsy knoll
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hm that works

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it doesn't need to be precise

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the idea is

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the cave tunnels are confusing and maze like

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player will draw arrows, Xs, or whatever to indicate where he's been and where he should go next

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that should be enough for that

brave void
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You could offer a selection of decals for the player to paint, so just one decal renderer is needed to convey the information

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I wonder how effective it is to paint underwater

drowsy knoll
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Underwater marker

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If I REALLY can't make it work, I'll do different colored glowsticks or something

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But I want him to be able to draw

drowsy knoll
drowsy knoll
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anyway thanks for all your help

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you are helpful

brave void
drowsy knoll
brave void
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Or more precisely how is it textured

drowsy knoll
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just a giant mesh in blender

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good question about texturing

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well

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for this, I literally just applied the mat to the whole mesh

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no painting solution

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tirplanar

brave void
drowsy knoll
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you can see at an angle it also looks good

drowsy knoll
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I am not sure if I can really make it like that and make it look good, since I would chunk the cave and apply the textures and cover the seams or something but

brave void
drowsy knoll
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it works in theory

brave void
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Triplanar projection doesn't really have seams

drowsy knoll
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if this works, so too should microsplat's mesh painting asset, yeah?

drowsy knoll
brave void
drowsy knoll
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I was thinking if I was to chunk the cave literally just apply different textures to caves, I might be able to cover the transitions

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and make the floor mesh out of a different material or something

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would be simple and would have no issues but I'll see if I can make that work

drowsy knoll
drowsy knoll
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you can see the normals from this pretty extreme angle

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but these look normal more or less, right?

brave void
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Not totally "correct" but I can't imagine anyone will even notice it currently

drowsy knoll
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thanks