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Landscape Grayscale (0-256) values filter

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      Seems to be a problem with the DXT5 compression and texture filter. Only works with the texture filter in "Nearest"

      From documentation:
      ... the SimpleAverage setting uses a 2x2 kernel size, and all Sharpen settings use a 8x8 kernel and some negative weights to sharpen. Sharpen0 is not sharpening, but it still uses the quality down-sampling filter all Sharpen settings use (4x4 Gaussian kernel). Compared to SimpleAverage, it appears blurrier but higher quality.

      Mip Gen Settings This option allows you to customize how the content of the mip-map chain looks. Note that the usage of mip-maps can reduce Texture details. In order to counteract the blurring the mip-mapping introduces, it is possible to sharpen the image during down-sampling to restore some of the information loss. Using a limited amount of sharpening (values up to 4 or 5) can help to increase the image quality without performance loss or memory cost. Using strong sharpening (values bigger than 6) can result in dark or bright borders around the image content, but this might be acceptable in certain situations (depending of art style and Texture content).

      When you are using color content, the sharpening is not processing the color channels independently. Then luminance is done as defined and the chrominance (color) information is down-sampled without sharpening (currently 2x2 but 4x4 Gaussian would be possible as well). This avoids a color shift in some extreme cases. Sharpening also helps to improve the DXT compressor as the compression of subtle color shades is limited.

      Brightness Curve Modifies the brightness of the Texture using a curve. Each pixel has its HSV Value component raised to the power specified. This scales the image brightness non-linearly using a curve defined by the power function. Values less than 1.0 increase the brightness of the image, while values greater than 1.0 decrease the image brightness. You can enter whatever number you want, but the final V value will be clamped between 0.0 and 1.0 (per pixel.) The default for this setting is 1.0.

      Chroma Key Texture If true, the chroma key image, replacing any pixels that match Chroma Key Color with transparent black.

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      I tried diferent ways with no luck:

      ..\Epic Games\4.10\Engine\Source\Runtime\Engine\Classes\Engine\TextureDefines.h
      TEXTUREGROUP_Splatmap UMETA(DisplayName="Splatmap"),

      ..\Documents\Unreal Projects\$$$\Config\DefaultEngine.ini

      Changed from "Shared:warp" to "From Texture Group"

      Changed the texture group to "UI group"

      Reinported the texture (as bmp, tga, png..) unchecked defercompression and save without altering any compression settings. Also TC_HDR with no Compression.



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        Above,texture filter "Normal" V.S "Nearest"

        When filtering a grayscale range also takes the values of that gray border. Then, the masks appear beveled with the "Normal" filter, or jagged with the "nearest" filter.
        I also need the RGB colors from texture without the nesrest filter.



          What you are seeing is not any kind of bug. Texture filtering by definition blends each pixel with its neighbors. You are using the grayscale values as a color ramp so anytime you blend a white pixel with a black pixel you will have all grey values in between present on the edge of that texture, and thus you also have a 1-texel wide slice of your whole color ramp displayed across that border.

          See this thread for some possible ideas for solving this that don't involve hard edges:

          Last edited by RyanB; 06-05-2016, 02:54 PM.
          Ryan Brucks
          Principal Technical Artist, Epic Games


            Yes, that link is the same scenerio like this.

            The grayscale filter would be interesting in order to add layers like water in rainy days, snow in winter or flowers in spring...
            With that jaggied borders the only utility may be for the procedural foliage (hidden masks+filter nearest).

            My goal was to use 1 RGBCMYK for the base and up to 128 grayscale layers over, masked them for aditions like wearmaps, flowmaps, snow, erosion, deposits etc.
            If I dont find a solution the only way will be using 2 x RGBCMYK splatmaps for a total of 14 layers.