Terrain material parameters - What works for detail, macro, diffuse?

Discussion in 'Content Creation' started by geobeck, Oct 10, 2021.

  1. geobeck

    geobeck
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    Joined:
    May 1, 2014
    Messages:
    218
    One of my biggest freustrations in mapmaking is trying to create or customize terrain textures. Right now I'm using Utah terrains as my base, and I want to get rid of the overlay texture. But substituting in another overlay always seems to break the texture. So I have questions about the parameters used to create terrain textures:

    • detailMap: What you see when you're up close. This always seems to work okay.
    • diffuseMap: What you see from far away. This is the one that usually breaks. Does the diffuseSize have to be related to the size of the texture file?
    • macoMap: What you see from the middle distance? Does the macroSize have to be related to the texture size?
    • normalMap: 3D impression of the texture. Does the normalMap texture have to be the same size as the detailMap texture?
    • detailDistance, macroDistance: The first has to be smaller than the second, but does it have to be a multiple, or is there a range that both should fit into?
    • detailStrength, macroStrength: How to these parameters relate to each other, and to the distance parameters?
    • groundmodelName: This isn't always there. What groundmodel is used if none is specified? If the alias of a groundmodel is used, I assume it's not case-sensitive? Are any parameters case sensitive, or is capitalization used just for visual consistency?
    • In some files, there are file extensions on the texture map references. Is it possible to leave these out entirely?
     
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