#my rocks, same texture
1 messages · Page 1 of 1 (latest)
It does look much better, but how is the texture applied
Triplanar, or UVs, or it's newly baked from Substance for that rock geometry?
But it's the exact same flat texture?
I'd expect to see some seams when applied to such a bumpy mesh
yes and same normal map
probably different tiling
wait you may be right
I might have applied triplanar in substance painter
then it's UV mapped in unity after applying it as triplanar in painter
yes
So it's a different texture, not entirely comparable
well I can try
applying the same texture on a custom cave wall mesh
the same as with the digger mesh
cause digger is using its own shader
because
digger actually has a broken shader for unity 6
one guy volunteered to fix the shader
he did but I have these normal map issues
probably it's not fixed entirely
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
but that one actually has fucked up geometry and I think flipped normals
so my first suspect is the digger shader...I will just try on mesh walls
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
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
Unless you stick to relatively flat hills which hides all issues like that to begin with
I believe you may be right about that
because
you could see in the example in the video the artifact happened on a shard triangle
but that is because digger doesn't let me go higher poly
another reason why I want to subdivide and sculpt in blender
if I smooth it out with more geometry, it could fix itself
This happens also on this mock up cave, left with cube projected mesh UVs, right with triplanar mapping
Again I believe because when the mesh curves, a tangent space normal map can't really keep up with it
Unless the normal map is baked with the mesh to consider this curvature
Triplanar with much lesser strength looks better, but it ultimately has to contend with the fact that the geometry is a smooth blob
so you think even with more geometry and less harsh edges, it will still look wrong?
well I can only test
and reduce the normal a bit maybe
Yes, I believe as long as the geometry and normal map disagree about the slantedness of the surface, you'll end up with shadows like that
You'd want the normal map be responsible for the grunginess of the surface, but geometry for the slant and pointy corners
OK it's a shader issue after all, thank god
this is a normal bnlender mesh
well actually, exported digger mesh but same thing
it looks a lot more normal, no pun intended
a few spots are still somewhat iffy but it will work when I fix everything and I can still reduce normal intensity slightly
Assuming you don't need runtime digging, exporting it could be a good workaround?
that's what I'm doing
currently sculpting terrain in blender
it's hard work but hey, it's honest work
I've wanted to do this for some time but I ran into some issues on how to texture the exported meshes since they're obviously too big to uv unwrap and texture
but I will find some mesh painting solution
besides, I have more geometry and better sculpting tools in blender
You don't have to and usually aren't really expected to unwrap entire levels
Usually some kind of triplanar shader is the only practical option
Yeah
There's for example the microsplat mesh workflow
There is also pokybrush which is free but it allows only 4 textures and somehow doesn't allow normal maps
People edited their shader to allow that
Weird
Btw will it be hard to find a simple runtime mesh painting solution without uv map
Someone said I won't be able to do it but I probably should
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
If the UVs are projected or unwrapped, there's guaranteed to be seams
Planar mapping only works for horizontal terrains
Which leaves you with triplanar (and biplanar) mapping
There is also a triplanar addon for microsplat so it should be fine
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
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
yeah no I won't do that
what about the realtime painting? Just color painting, that's all
I want to give my players the option to draw on walls with a marker
someone said it would be hard without UVs but there should be some kind of vertex painting asset or triplanar as well or something
That makes everything a lot more complicated
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
You could use triplanar mapping for the rock textures, but have it unwrapped for texture painting
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
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
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
what do you mean lots of decals
you mean one click is one ''point''
like small ball of paint
Yes, many points could be used to make shapes
Lethal Company recently used this technique
hm that works
it doesn't need to be precise
the idea is
the cave tunnels are confusing and maze like
player will draw arrows, Xs, or whatever to indicate where he's been and where he should go next
that should be enough for that
You could offer a selection of decals for the player to paint, so just one decal renderer is needed to convey the information
I wonder how effective it is to paint underwater
I got you
Underwater marker
If I REALLY can't make it work, I'll do different colored glowsticks or something
But I want him to be able to draw
Nah I want to draw, it seems nicer

I tried with the ''real thing'' and there are no normal issues whatsoever
How exactly is that real thing made?
Or more precisely how is it textured
just a giant mesh in blender
good question about texturing
well
for this, I literally just applied the mat to the whole mesh
no painting solution
tirplanar
HDRP Lit's own variety?
you can see at an angle it also looks good
yes literally vanilla hdrp lit
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
This is not a very sharp glancing angle, but if the normal strength is not too high, it won't cause a practical problem I think
it works in theory
Triplanar projection doesn't really have seams
if this works, so too should microsplat's mesh painting asset, yeah?
No I mean
I don't know how that one works exactly
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
and make the floor mesh out of a different material or something
would be simple and would have no issues but I'll see if I can make that work
it has a triplanar addon for splatmap painting, it should work just the same
you can see the normals from this pretty extreme angle
but these look normal more or less, right?
It's basically the same problem as you had originally just much less extreme
Not totally "correct" but I can't imagine anyone will even notice it currently
thanks