Lee04
21-04-2006 13:17:54
Hi
I am wondering if paging landscapes supports or can support manually made landscape tiles and load them in the background etc?
I don't like displaced landscapes because the UV mapping looks something like this;
While I want to do my custom UV mapping for my terrain like so:
And I can get shapes like this in the end that is just not displaced.
But rather shaped and built
Is the a point using paging landscapes for that?
What functions in pageing landscapes wouldn't work with this approche?
Am I wrong about how the UV mapping gets in landscape engines like pageing landscapes does blending and texture splatting solve this or what?
A lot of questions...
Thanx
Falagard
21-04-2006 14:53:31
PLM2 doesn't support creating your own meshes for tiles for the landscape, if that's what you're asking.
To overcome the UV stretching problem, I'm sure the PLM2 could be modified to generate UVs that fix that, however, you'll need two sets of UVs in the vertex format instead of the current 1 set, so terrain will take up more vertex buffer space. The reason for needing 2 sets is that you still will want to have one set that does stretch across the terrain so that you can perform texture splatting and/or apply a shadowmap if you need them.
Lee04
21-04-2006 17:32:24
PLM2 doesn't support creating your own meshes for tiles for the landscape, if that's what you're asking.
Yeh if we used two sets of UV - one which I can define and use to project images of real or draw mountains and details and one that paging landscapes can use for texture splatting that will be great.
I testing out a new plug in for Z Brush and Deep paints 3D projection painting and projection in3DSMax that lets me project images of objects like mountains, clifs etc and project the real thing to the sides of the mountains to get the "real" details in the normal map / displacement.
the images abouve is not done this way just some UV mapping and projective texturing work, to be able to illustarte my questions.
See Z Brush can work with 3D object parts when You are detailing this way You can achieve tremendous resolution in an 3D object. The new plug-in let you steal details from photos or details of rocks, cliffs mountains and other stuff.
And 3D model details can be added in the geometry through alpha data so a fortress can be fused into mountains geometry this way.
But it all relays heavily on real artistically created 3D UV mapping and projection painting from several different directions.
The pager mechanism can't page in all ready displayed and stored geometry. And there is no way to do this?
And the tiles what polygon counts do they typically have? And what measures if any?
I would like to do a demo for paging landscapes using this way of doing the art work. Because I think it would kick *#ยค. And look fantastic and I would love the use all the features on this as well of paging landscapes.
Is it to mush to load do you think finished chunks or just totally undoable?
tuan kuranes
21-04-2006 21:53:11
The pager mechanism can't page in all ready displayed and stored geometry. And there is no way to do this?
you can have an empty heightmap. It will load pages, giving you callbacks which you would use to load your own mesh as page.
So yes, it can display stored geometry but you loose all "WorldGeometry" scenemanager advantages, like queries, advanced Lod, material templates per pages, etc...
Not sure it will give you that much advantage over a specialized manager of your own. (or a modified plsm2 to fit your own needs.)
Tiles are typically 65*65 vertices, which gives a good buffer size, and good batching here.
Other solution is to investigate a mesh+heightmap mix. Heightmap for low slopes, and meshes for cliffs and complex uv things.
Lee04
22-04-2006 09:27:05
Thanx I see,but why does queries stop to work it's just a tile like any other isn't it?
Or is it's concaveness destroying the query testing?
Thanx
.
tuan kuranes
22-04-2006 09:39:41
Was speaking of specialiazed rayscenequeries against "WorldGeometry".