[x3d-public] ElevationGrid for the modern age
Leonard Daly
web3d at realism.com
Thu Jan 22 17:12:52 PST 2015
Dave,
Give me a little time to answer this one. I have to dig out my notes.
Leonard Daly
> Thanks Leonard,
>
> 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?
>
> Dave
>
>
> On 1/22/2015 10:37 AM, Leonard Daly wrote:
>> Dave,
>>
>> 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.
>>
>> 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.
>>
>> 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.
>>
>> 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.
>>
>>
>> Leonard Daly
>>
>>
>>
>>> I'm working on an X3D/X3DOM exporter for Unity. Currently working on
>>> Terrains (ElevationGrids)
>>>
>>> Is it still true that an EG can have only one texture? Is this still
>>> true in X3DOM?
>>>
>>> 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,
>>> but it can have multiple layers (each having both diffuse and
>>> optionally normal maps), each with its own resolution,
>>> and each with a set of 'weights'. The weights range from 0 to 1
>>> indicating that texture's contribution to the texel.
>>> Why? So you can have relatively small repeating textures for things
>>> like grass, gravel, mud, snow, etc., and blend them
>>> together across the larger map such that it doesn't look so
>>> repetitive. Unity lets you paint heights as well as these
>>> weights. So you can, for example, add grass and sand to a terrain,
>>> then paint the sand onto the grass to make paths
>>> in the grass.
>>>
>>> I would imagine the Appearance to looks something like this maybe:
>>>
>>> <Appearance>
>>> <ImageTexture index='0' url='"grass.png"'/>
>>> <ImageTexture index='1' url='"sand.png"'/>
>>> </Appearance>
>>> <ElevationGrid .... how it is pretty much with height et al >
>>> <Weight index='0' weight = ' 0 .5 .25 .....' One weight for
>>> each height ... />
>>> <Weight index='1' weight = ' 1 .5 .75 .....' One weight for
>>> each height ... />
>>> </ElevationGrid>
>>>
>>> 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:
>>>
>>> <ImageTexture index='0' channel='diffuse' ...
>>> <ImageTexture index='0' channel='normal' ...
>>>
>>> and so on.
>>>
>>> Here's something to whet your appetite:
>>>
>>>
>>> --
>>> Follow me! @thatvrguy
>>>
>>
>> --
>> *Leonard Daly*
>> X3D Co-Chair
>> Cloud Consultant
>> President, Daly Realism - /Creating the Future/
>>
>>
>> _______________________________________________
>> x3d-public mailing list
>> x3d-public at web3d.org
>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>
> --
> Follow me! @thatvrguy
--
*Leonard Daly*
X3D Co-Chair
Cloud Consultant
President, Daly Realism - /Creating the Future/
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