Atlas Blended?
by PuG · in Torque Game Engine Advanced · 12/07/2007 (1:34 am) · 15 replies
Hi, just want to ask, how does Atlas Blend work?
Does each chunk has a set texel size, which the texture is then repeated on and small snapshot if you like (mipmap) is made to overlay for that chunk?
Can the size for each chunk be adjusted to increase the resolution of the mipmap?
Been searching through the source trying to figure it all along with reading the threads on the forums.
Regards,
Does each chunk has a set texel size, which the texture is then repeated on and small snapshot if you like (mipmap) is made to overlay for that chunk?
Can the size for each chunk be adjusted to increase the resolution of the mipmap?
Been searching through the source trying to figure it all along with reading the threads on the forums.
Regards,
#2
12/10/2007 (11:12 am)
I don't think the texture resolution can be set on an individual chunk level. The "virtualTexSize" field is supposed to be used to determine the resolution of the "tile" textures as that value (virtualTexSize) is meant to be the size of texture that the Blended terrain is "simulating" (or how big the texture would be if it was all one "piece"). However, there has been some debate as to whether this value has any affect on the terrain. I believe I read in another person's post (the guy who was implementing the Bump Mapping functionality for Atlas) that the Blended "resolution" value was someone hard-code right into the Shader for the Blended terrain. In that case, of course, the texture resolution is fixed.
#3
Thanks for the reply Mark.
12/10/2007 (11:39 am)
Well ive tried increasing the virtualTexSize to some silly values and its made no difference - ive also browsed through the shaders to do with blended and again can't see any obvious fixed settings so still none the wiser. Thanks for the reply Mark.
#4
change that if you want to have a higher / lower repetition amount of textures.
12/10/2007 (1:21 pm)
The blended shaders have hardcoded values for the texture repetition, similar to how the unique has it for detail texturing.change that if you want to have a higher / lower repetition amount of textures.
#5
12/11/2007 (2:07 am)
Repetition is not the problem :) im already running a higher value but they still remain blurred - so perhaps something todo with the clipmap/fade?
#6
12/11/2007 (2:28 am)
Bottom of the Atlas.h file has something to with it,
#7
One of the first changes I made to Atlas was exposing those Detail Texture settings for a Unique terrain to script.
12/11/2007 (11:03 am)
Ok, if it's like the Unique Detail settings then it's not hard-coded in the HLSL shader file, but it's a value that is always constant that is passed to the shader.One of the first changes I made to Atlas was exposing those Detail Texture settings for a Unique terrain to script.
#8
VirtualTexture Size has nothing todo with anything from what I can find.
I have managed to remove the blurriness by adjusting some of the variables, but yet figure out the global one - but have managed to get some very very good results, but does cause other issues.
Problem is I don't really know what im looking at, perhaps Ben from GG could comment?
Regards!
12/11/2007 (11:19 am)
Right ive done some tweaking tonight, and found it is controlled by the ClipMap size (atlasClipMap.cpp, and then parsed to the atlas.h file in shaders directory?).VirtualTexture Size has nothing todo with anything from what I can find.
I have managed to remove the blurriness by adjusting some of the variables, but yet figure out the global one - but have managed to get some very very good results, but does cause other issues.
Problem is I don't really know what im looking at, perhaps Ben from GG could comment?
Regards!
#9
01/11/2008 (12:30 pm)
@PuG have you made anymore progress with this? I am also looking for ways to increase texture quality ingame with atlas.
#10
01/12/2008 (1:46 am)
No, from what I can tell the quality of each chunk is defined somewhere in the Clipmap - in the end ive just used a high quality detail texture instead that has given good results, but not really a solution.
#11
01/12/2008 (8:24 am)
Did you guys look at what I did to add more textures to Atlas?...they are also full and high quality as you can see from my screen shots...look in the shaders section the source files are there, and you'll need the Atlas.h from the demo i posted as well to make it run properly once compiled;)
#12
Also what do you recommend for making terrain? l3dt or Terragen? I'm am using l3dt, but i'm not to sure how it will know what textures to use when i make it atlas terrain, because in l3dt it just generates one giant texture map.
01/12/2008 (1:12 pm)
@Bobby i just put that in last night :), going to play around with it today. Very good resource.Also what do you recommend for making terrain? l3dt or Terragen? I'm am using l3dt, but i'm not to sure how it will know what textures to use when i make it atlas terrain, because in l3dt it just generates one giant texture map.
#13
Also what do you recommend for making terrain? l3dt or Terragen? I'm am using l3dt, but i'm not to sure how it will know what textures to use when i make it atlas terrain, because in l3dt it just generates one giant texture map.
01/12/2008 (4:49 pm)
@Bobby i just put that in last night :), going to play around with it today. Very good resource.Also what do you recommend for making terrain? l3dt or Terragen? I'm am using l3dt, but i'm not to sure how it will know what textures to use when i make it atlas terrain, because in l3dt it just generates one giant texture map.
#14
I start with Bryce, and drop a mountain with a click and then open up the editor which lets you paint the mountain with a height-map editor that you can view the changes in real time, and there is various brushes and filters to help out, you can actually make quite the diverse terrain. Then I render it with from the overhead position with the altitude filter checked and then save it as a bmp in a folder.
Then I open up L3DT and import the height-map setting the Horizontal scale to 1, and leaving the rest default. Then one by one generate all the light-maps you need for your terrain, and when you're done you could actually bake in other shadows to it, but I'll get into that another time. Once you get it to render the unique texture in the last step export to Atlas so the geometry is there. Then go back and re-do the Attributes map, this handles the placement of the different layers of the alpha maps, you should be able to play with it and create a preset that gives you like 6-7 different terrain types/alpha maps, then when you go and export the alpha maps it should show you a few more, I'll try to come up with better instruction later so bare with me:)
For the Alpha map Export it when you get the settings for the Attributes setting right and shows a few more alpha maps you'll know or you can paint them yourself of course in photo-shop or something like that. But the setting "Layer per Image" set it to 1 and it will export all the layers individually. Each of these go in one of the following channels RGBA, in whatever order you want but you'll want to play with it a bit to get it right. I'm still without time for proper Doc's...so I'm not sure what to do I'll try to get them don ASAP, hope some of this mess helps ;)
01/12/2008 (5:10 pm)
Here is what I do:I start with Bryce, and drop a mountain with a click and then open up the editor which lets you paint the mountain with a height-map editor that you can view the changes in real time, and there is various brushes and filters to help out, you can actually make quite the diverse terrain. Then I render it with from the overhead position with the altitude filter checked and then save it as a bmp in a folder.
Then I open up L3DT and import the height-map setting the Horizontal scale to 1, and leaving the rest default. Then one by one generate all the light-maps you need for your terrain, and when you're done you could actually bake in other shadows to it, but I'll get into that another time. Once you get it to render the unique texture in the last step export to Atlas so the geometry is there. Then go back and re-do the Attributes map, this handles the placement of the different layers of the alpha maps, you should be able to play with it and create a preset that gives you like 6-7 different terrain types/alpha maps, then when you go and export the alpha maps it should show you a few more, I'll try to come up with better instruction later so bare with me:)
For the Alpha map Export it when you get the settings for the Attributes setting right and shows a few more alpha maps you'll know or you can paint them yourself of course in photo-shop or something like that. But the setting "Layer per Image" set it to 1 and it will export all the layers individually. Each of these go in one of the following channels RGBA, in whatever order you want but you'll want to play with it a bit to get it right. I'm still without time for proper Doc's...so I'm not sure what to do I'll try to get them don ASAP, hope some of this mess helps ;)
#15
Recommend Grome Professional :)
01/13/2008 (7:57 am)
Not had a chance to compile with your resource :) will do at somepoint.. Recommend Grome Professional :)
Torque Owner PuG