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<div class="moz-cite-prefix">Dave,<br>
<br>
Give me a little time to answer this one. I have to dig out my
notes.<br>
<br>
<br>
Leonard Daly<br>
<br>
</div>
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Thanks Leonard,<br>
<br>
So, if I have say, 7 types of ground (sand, rock, asphalt, dirt,
grass, snow, pebbles), and each has a normal map, then would I
generate 7 PNG files (from the weights) to use as an alpha channel
per texture, and somehow composite them using MultiTexture stuff?
Can each ground texture can still be like 256x256 pixels, even if
the entire terrain is very very large, as the alpha blending
channels are stretched across the terrain, where the
diffuse/normal ones are tiled?<br>
<br>
Dave<br>
<br>
<br>
<div class="moz-cite-prefix">On 1/22/2015 10:37 AM, Leonard Daly
wrote:<br>
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<div class="moz-cite-prefix">Dave,<br>
<br>
The spec does not directly provide support for multiple
textures in a single ElevationGrid. It can be done with
MultiTexture (don't know if X3DOM supports that). The current
structure of a displayable node includes Geometry and
Appearance. The ElevationGrid is the Geometry. Texture is one
component of the Appearance. You could swap out the
ElevationGrid geometry for something else and the Appearance
would be applied in the same manner.<br>
<br>
Are you recommending something like a Terrain node which would
include geometry and appearance tied together? Now looking at
your example, it appears that you are suggesting the
Appearance support multiple textures, each assigned an index
that determines its (image texture's) use. <br>
<br>
In the current structure, you would create two images with
transparent backgrounds (e.g. PNG) - one for the paths,
another scattered shrubs. A third image would be the grass.
The MultiTexture node would be used to merge the images
together to get the desired effect.<br>
<br>
I worked on the MultiTexture node many years ago and still
have my notes (someplace). I don't think much has changed. We
do have reports that the node is not functioning correctly,
but I do not remember enough of the details right now.<br>
<br>
<br>
Leonard Daly<br>
<br>
<br>
<br>
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<blockquote cite="mid:54C09357.5000305@realmofconcepts.com"
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I'm working on an X3D/X3DOM exporter for Unity. Currently
working on Terrains (ElevationGrids)<br>
<br>
Is it still true that an EG can have only one texture? Is this
still true in X3DOM?<br>
<br>
If not, can we all go get the FREE Unity app, and check out
how Terrain is done. For the curious, it is like an EG,<br>
but it can have multiple layers (each having both diffuse and
optionally normal maps), each with its own resolution,<br>
and each with a set of 'weights'. The weights range from 0 to
1 indicating that texture's contribution to the texel.<br>
Why? So you can have relatively small repeating textures for
things like grass, gravel, mud, snow, etc., and blend them<br>
together across the larger map such that it doesn't look so
repetitive. Unity lets you paint heights as well as these<br>
weights. So you can, for example, add grass and sand to a
terrain, then paint the sand onto the grass to make paths<br>
in the grass.<br>
<br>
I would imagine the Appearance to looks something like this
maybe:<br>
<br>
<Appearance><br>
<ImageTexture index='0' url='"grass.png"'/><br>
<ImageTexture index='1' url='"sand.png"'/><br>
</Appearance><br>
<ElevationGrid .... how it is pretty much with height et al
><br>
<Weight index='0' weight = ' 0 .5 .25 .....' One
weight for each height ... /><br>
<Weight index='1' weight = ' 1 .5 .75 .....' One
weight for each height ... /><br>
</ElevationGrid><br>
<br>
Of course this doesn't account for normal maps or other types
of maps that could be included, open to suggestion there.
Here's one:<br>
<br>
<ImageTexture index='0' channel='diffuse' ...<br>
<ImageTexture index='0' channel='normal' ...<br>
<br>
and so on.<br>
<br>
Here's something to whet your appetite:<br>
<br>
<br>
<pre class="moz-signature" cols="72">--
Follow me! @thatvrguy</pre>
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</blockquote>
<br>
<div class="moz-signature">-- <br>
<font class="tahoma,arial,helvetica san serif" color="#333366">
<font size="+1"><b>Leonard Daly</b></font><br>
X3D Co-Chair<br>
Cloud Consultant<br>
President, Daly Realism - <i>Creating the Future</i> </font></div>
<br>
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<pre class="moz-signature" cols="72">--
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<br>
<br>
<div class="moz-signature">-- <br>
<font class="tahoma,arial,helvetica san serif" color="#333366">
<font size="+1"><b>Leonard Daly</b></font><br>
X3D Co-Chair<br>
Cloud Consultant<br>
President, Daly Realism - <i>Creating the Future</i>
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