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Texture painting problem.
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Dvonio Offline
Member

Post: #1
Texture painting problem.
Hello, Im trying to achieve some realistic textures, but I have one problem, the way esenthel paints the terrain.

I have some screenshots to show you:

http://i.imgur.com/FxsXL.jpg
http://i.imgur.com/vrviS.jpg
http://i.imgur.com/6CJgh.jpg
http://i.imgur.com/phFM1.png
http://i.imgur.com/oPJvs.jpg
http://i.imgur.com/0zBlQ.jpg
http://i.imgur.com/5M0yw.jpg

If you can see, in the change between sand and rock, theres some blocky blends, How I fix it ? or i cant?

The area size is 64, heightmap resolution 128, 2 per meter.
The textures are 2048px x 2048px.

I really need a hard change between sand and rock, am I doing something wrong with the material editor or the way I paint the terrain?

Thank you in advance.
12-14-2011 12:36 PM
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Fab4 Offline
Member

Post: #2
RE: Texture painting problem.
I had the same problem once. I cant remember how I fixed it, but I think it was a problem with a texture i deleted. You couldn't see it on the map but by deleting the material this blocks appeared. Does it also occure if you are creating a new map?
12-14-2011 05:58 PM
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ronalmb Offline
Member

Post: #3
RE: Texture painting problem.
Hello. I have experienced this problem as well and have not yet deciphered the issue, but I can confirm that the blockyness conforms with the terrain's grid resolution.

It would seem that it is not blending the textures as I would think they should. I do not know if this is an issue inherent with the textures themselves (it seems to happen with darker textures) or with the way they are painted in the engine, or a combination of both.

I am hoping that someone will be able to shed further light on this topic, and if I make any breakthroughs on the cause, I will post here a solution as well.

The first attachment is an example of the same situation happening to me, the second attachement shows how the terrain grid lines up perfectly with this issue. I do not know if this is relevent to the problem.


Thank you, everyone.


Attached File(s) Image(s)
       
12-14-2011 11:31 PM
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Esenthel Offline
Administrator

Post: #4
RE: Texture painting problem.
this is because editor uses some epsilon to disable blending between materials to improve performance (if one material is barely visible then material blending is disabled and only 1 material will be used)
if you do not wish such effect let me know, send me world with 1 area + 2 affected materials that are blending with each other. and I'll adjust the blending epsilon value in the editor
press shift+N to view amount of materials blendings
12-15-2011 04:10 PM
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Demostenes2 Offline
Member

Post: #5
RE: Texture painting problem.
(12-15-2011 04:10 PM)Esenthel Wrote:  and I'll adjust the blending epsilon value in the editor

What about making this constant tweakable directly from editor?
12-15-2011 04:20 PM
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ronalmb Offline
Member

Post: #6
RE: Texture painting problem.
Hello,

Thank you for the quick reply. I would like to second Demonstenes2's question about making this tweakable from the editor. I would rather request that this become a feature of the editor than have to send you the file to manually edit for us.

Besides, Esenthel's users will grow to a point where having to go through you to fix the issue will result in creating a lot of unneccessary work for you. I have no doubt that this engine can go places and see a lot of users, in time. I believe it would be in your interest, timewise, to make this a feature within the engine rather than something you have to keep doing for every new project or every time folks want to tweak the blending epsilon value.'

Again, thank you for your time and I look forward to what is down the road for the engine!

Michael
12-15-2011 08:16 PM
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fatcoder Offline
Member

Post: #7
RE: Texture painting problem.
I agree. I've built worlds before where I haven't had this problem, then I've built others where I've seen it really bad. It seems to be dependent on the materials and how much they get blended together. Therefore, this should really be an adjustable value. In addition, it should also be adjustable in code as well, perhaps through the display settings or the world parameters. I don't use the World Editor at all for my project. My entire terrain is built procedurally, so being able to set this in code is essential.
12-16-2011 01:04 AM
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knocks Offline
Member

Post: #8
RE: Texture painting problem.
I also find a high level of sub surface scattering in a material makes this occur.
(This post was last modified: 12-16-2011 05:02 AM by knocks.)
12-16-2011 03:14 AM
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renkis Offline
Member

Post: #9
RE: Texture painting problem.
(12-15-2011 04:20 PM)Demostenes2 Wrote:  What about making this constant tweakable directly from editor?

I have the same problem. Is this going to be tweakable through the editor at some point? I used to like the way terrain paints well, but now it is broken.
12-22-2011 04:58 PM
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Esenthel Offline
Administrator

Post: #10
RE: Texture painting problem.
I wouldn't want this to be made tweakable, to avoid over-complicating such simple thing, but just reduce the epsilon in the codes so it's not causing any trouble with your materials.
That's why if you're still experiencing the issue (I have reduced the epsilon in one of few last releases from 0.065 to 0.050), please send me sample world with area and the materials.
12-23-2011 11:04 PM
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