Archive for the ‘grass’ tag
Updating the prior post…
To the seamless procedural texture generator, I added a grass texture generator. In addition to making numerous enhancements to the original code including automatically generating the UI elements for each plug-in and, of course, having the page support multiple plug-ins.
There’s still a lot of room for improvement, but this is a much better demo than the proof-of-concept spot pattern.
The grass need color controls, the dirt needs to be better, the blades need to be sharper, the algorithm needs to be changed to draw incrementally without stealing the browser process, etc. Nonetheless, a good step forward.
Another update. Nothing groundbreaking, but some solid progress:
- Automatically generated “infinite” terrain using multiple frequency Perlin noise
- A checker map with Perlin noise on one tile, alpha blended texture on the other
Added trivial texture mapping and splatting:
Unfortunately, without mipmapping support the textures do not look very good at a distance. Adding texture LOD support to the GLSL shader would be a good next step.
The textures used are from OpenGameArt.org:
A simple render from experimenting with multi-texturing in Blender 2.5:
The above was created by roughly following the tutorial posted on the Blender 3D Noob to Pro wikibook.
I experimented a bit with heightmaps in Blender 2.5 as well – there isn’t native support for image-based heightmaps, but it’s fairly easy to quick preview one: (1) create a dense 3d grid, (2) add a material/texture with the heightmap, (3) set the heightmap “RGB to Intensity” flag, turn off the diffuse color influence, and enable the Displace influence.