Timeline for How can I effectively import and texture a large height mapped terrain mesh?
Current License: CC BY-SA 4.0
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Sep 14, 2021 at 22:38 | history | edited | Marty Fouts | CC BY-SA 4.0 |
edited body
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Jun 6, 2017 at 1:09 | answer | added | lazypenguin | timeline score: 1 | |
Jun 5, 2017 at 18:00 | comment | added | Yvain | What I did several times is have one material with only stencils applying to the whole mesh, 2 or three différents, maybe more, this of it as if you are making up the ground from the bottom -> top, the first texture would be a tileable rocky one, then a stencil is used for masking and let the next texture appear, so you go from rock to dirt then grass (whatever you want) in a smooth manner, only reling on a few big textures (the stencils), the rest of them should be tileable, about the object itself; you should join them, and merge vertex. Then unwrap > paint stencils > apply the mat | |
Jun 5, 2017 at 15:20 | comment | added | lazypenguin | Thanks @Yvain but I have 3 textures per tile with a total of 47 textures and 224 unique combinations. | |
Jun 5, 2017 at 15:13 | history | edited | lazypenguin | CC BY-SA 3.0 |
added 438 characters in body
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Jun 5, 2017 at 10:35 | comment | added | Yvain | Oh just duplicate, decimate, create a normalmap from high to low, and you put one mat. | |
Jun 5, 2017 at 5:39 | history | tweeted | twitter.com/StackBlender/status/871602390008549376 | ||
Jun 5, 2017 at 2:45 | comment | added | lazypenguin | @cegaton The subdivision/multires modifiers do look interesting. I could see it being a good optimization, as long as I could generate the virtual geometry from a script. However, I'm still left with the question of how do I texture each "patch" of my grid without blowing up my blender. | |
Jun 5, 2017 at 2:29 | comment | added | user1853 | related: blender.stackexchange.com/questions/42640/… and blender.stackexchange.com/questions/57943/… | |
Jun 5, 2017 at 2:20 | comment | added | user1853 | Not an answer to the question, but keeping a regular grid as the topology will use more vertices as some form of adaptive topology. Using the decimate modifier might help you bring the polygon count while maintaining the shape. | |
Jun 5, 2017 at 1:49 | history | edited | lazypenguin | CC BY-SA 3.0 |
Adding some more information as recommended my Duarte
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Jun 5, 2017 at 0:20 | comment | added | Duarte Farrajota Ramos♦ | What is the purpose of this terrain? Rendering? Game Engine? What render engine will you be using? Have you considered procedural textures? Please edit your question and provide more details about what you are trying to achieve. | |
Jun 5, 2017 at 0:15 | review | First posts | |||
Jun 5, 2017 at 0:20 | |||||
Jun 5, 2017 at 0:10 | history | asked | lazypenguin | CC BY-SA 3.0 |