Sharper looking textures (detail textures?)

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Postby tZork » Mon Jul 06, 2009 5:00 pm

I guess i should have explained the example =)

Top left is the normal map, right is the diffuse. Bottom left is diffuse+normals, right is diffuse only. The textures are 256x256 scaled at '2' in raidant (large, normally blurry). However, the normal map is not designed to enhance the diffuse like you usually do, but just a noise pattern rendered into a normal map, in a much smaller scale. This sort of creates the same effect as detail maps do. This approach is far from perfect, and the example made in a haste ;) but perhaps someone finds it useful.

some useful reading on the subject:
http://blogs.msdn.com/shawnhar/archive/ ... tures.aspx
http://www.opengl.org/resources/code/sa ... ode88.html

edit:
oh gah, forgot to mention; this way also requires decent res light mapping and a fairly sharp angle of attack for the main light source.
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Postby MirceaKitsune » Tue Jul 07, 2009 11:27 am

Darkplaces SVN, rev 9042 wrote:Support a separate texture matrix for the background layer.

Example shader stages using it:

{
map textures/savdm6ish/#lava1.jpg
}
{
map textures/final_rage/lava.blend.tga
tcMod rotate 50
tcMod scale 2 2
tcMod scroll 0.05 0.05
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}

NOTE: you still have to specify alphaGen vertex, or DP will not use the
secondary stage! To allow static mixing of two textures, the second texture
currently must have its own alpha channel.

Stuff also possible with this: detail textures...


Since I am good with Photoshop but still unsure how to make good details at a big size, I was wondering if anyone knows any high quality GPL detail textures which could be used (best would be 1024 x 1024).

A question - Does mipmapping still apply with this method, or the blending can have no distance limit? I think details might actually look good without a limit though that could rather be too much.

This also makes another thing possible: UT2004-style masked reflections / env-maps when gloss isn't enough :D
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Postby Sanne » Tue Jul 07, 2009 2:58 pm

Great! :D
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Postby FruitieX » Tue Jul 14, 2009 3:30 pm

MirceaKitsune wrote:This also makes another thing possible: UT2004-style masked reflections / env-maps when gloss isn't enough :D


I wonder if someone could make q3map2 calculate the envmaps if specified in the shader, could make some cheap good looking reflections like that I think.
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Postby FruitieX » Fri Jul 24, 2009 8:50 am

Done.

ImageImageImage
ImageImageImage
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Postby MirceaKitsune » Fri Jul 24, 2009 10:34 am

Wow, lovely retexture of Aggressor :D
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Postby paperclips » Fri Jul 24, 2009 11:03 am

FruitieX wrote:Done.
Oh m.. thats... mm.. perdy *drooling*
Last edited by paperclips on Fri Jul 24, 2009 2:36 pm, edited 1 time in total.
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Postby Flying Steel » Fri Jul 24, 2009 1:19 pm

FruitieX wrote:Done.

ImageImage


:D Somebody get this into SVN!
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Postby [-z-] » Fri Jul 24, 2009 1:33 pm

Looking better FruitieX, are there any bump maps for these textures?
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Postby FruitieX » Fri Jul 24, 2009 7:53 pm

[-z-] wrote:Looking better FruitieX, are there any bump maps for these textures?

Yup, through the alpha channel in the normalmaps. Almost all of them also have glossmaps.
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