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Blending meshes with landscapes with no seams: how?

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  • replied
    Hey guys, I'm working on a landscape-blending tool as my Graduation Project, so I thought it might be relevant to post here . I used the Distance Field functionality in Unreal to achieve my results. If you are interested, I made a big post about it here : https://forums.unrealengine.com/show...rs-Battlefront





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  • replied
    Click image for larger version

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    ¿¿Is there a way to use with landscape actor??
    Works for me with standard objects over a plain surface, but using it over landscape there is no way.
    In the above example , the [3] texture is 512x512.
    The landscape heightmap is 4033x4033, this using LandscapeCoords node.

    ¿What could be the correct arithmetic here to get the same size on both?

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  • replied
    Correct, or at least that those textures with those mappings should be applied to both materials in the areas you want to blend. The two diffuse textures are the same, the two normal textures are the same no idea about mobile.

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  • replied
    Niiiiiice!!!!

    Thanks for sharing!

    So, this material should be applied to both floor and sphere ?

    Are those 2 textures (both diffuse and normal) identical ?

    I wonder if it's mobile friendly..

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  • replied
    Hey, thought I'd share, [MENTION=3692]RyanB[/MENTION] was kind enough to share a pseudo-3d Texture projection method that, with tangent space normals disabled, works well to blend diffuse textures and normals over sharp changes in geometry between models and terrain. Here's how it looks blending a sphere and flat ground:





    and here's the code:



    Using this with either angular blending or vertex-painted blending may yield for some decent results.

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  • replied
    Glad i could help!

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  • replied
    you were right, i didnt unwrap it haha
    thanks

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  • replied
    Well, for UVs you just need to unwrap them. That's a basic thing every modeler knows how to do. Of course, that's if i'm right assuming them to be the culprit here.

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  • replied
    @elocater
    true i did use ur setup as refrence, like i said im no pro at this at all. ive build lighting and it look fine to me, dont realy see see the diference(im not using directional light,only skylight and ill stick to that).you said normals dont blend, maybe but i dont even know how to fix that,as for the seam between ground and object i dont realy see the problem
    thanks for the heads up on the object UVs ill try to figure that out, or maybe if you know what to do that would be great, also im here just to get a simple solution for my "project"

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  • replied
    [MENTION=7998]jakka[/MENTION] :
    That's basically the material i've posted earlier, but it only does world aligned Base Color texture. So when you will build lighting on this it will look incorrect, your normals still don't blend. I wouldn't even worry about vertex paint, since the principle is wrong. Notice the seam between your object and ground - that's not going anywhere with your setup.
    Btw, it seems that your object doesn't have correct UVs in it's first (0) channel. World aligned texture doesn't care, it planar projects itself, but your rock texture actually needs them.

    [MENTION=25181]hippowombat[/MENTION] :
    This seems promising, gonna try this with my mat. The problem i see is it still won't help me to automatically blend to world space normals on my landscape, which is the only thing i actually have left to do for this.
    Last edited by Elocater; 06-07-2016, 05:05 AM.

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  • replied
    Originally posted by motorsep View Post
    Ah, that's sweet! (but 100 instructions?!)

    So, what's the workflow?

    Could you please explain worflow? (I see you have red channel and alpha used in vertex color; what do you paint with those?)

    What's "MaterialExpressionTextureObjectParameter* " ?

    Thanks


    honestly man i dont realy know sory :/

    i just put something together and it worked

    i put that up here so people can see what i came up with, and try to get some new ideas out of it, also i hope someone will (optimize?) it and let me know if he does

    again sory but i dont real understand what i did xD there might be some extra unnecesary nodes which dont do anything, but i didnt want to mess with it and jut let it be


    edit:
    i made a video that shows my problem,if anyone knows how to fix that please let me know
    https://www.youtube.com/watch?v=FDqsvABKjrE
    Last edited by jakaa; 06-06-2016, 05:46 PM.

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  • replied
    Ah, that's sweet! (but 100 instructions?!)

    So, what's the workflow?

    Could you please explain worflow? (I see you have red channel and alpha used in vertex color; what do you paint with those?)

    What's "MaterialExpressionTextureObjectParameter* " ?

    Thanks

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  • replied
    this is what i came up with, this might not be perfect but im realy happy withthe results

    here is .gif that shows how it looks:

    https://i.gyazo.com/bb5a25f93cee022f...421321a05b.gif



    Click image for larger version

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  • replied
    Could use a noise texture to eliminate the harshness of the edges, takes away a bit of control from the artists though.

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  • replied
    [MENTION=25181]hippowombat[/MENTION]: Nice, but you still have that hard edge between "floor" and rock mesh (whether it's a rock side or grass side of the mesh). It would be nice to eliminate that, unless you want it to be that way.

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