[info-performer] landscape shader

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From: Frans van Hoesel (f.H.J.van.Hoesel++at++chem.rug.nl)
Date: 07/03/2003 15:03:32


Hi

We are making a huge landscape visualisation, and are challenged to
make the grass look better. Currently it is just a vague greenish
texture, with no high frequency detail, so-close ups are pretty boring
and unnatural.
A normal tiled high-res grass texture quickly start to show
repetitive artifacts, which I would like to avoid.

After reading http://www.inf.uni-konstanz.de/~deussen/wangfinal.pdf
I got enthausistic, and I was wondering if a pfshader could be made
to do the wangtiling as described in that pdf.
I was thinking of calculating a big texture with only 8 colors, where
each color is used to select which of the 8 tile textures to use.
This 8eight color texture map would cover the whole terrain as low res
texture und using nearest texel filtering, and depending on the color
I get the right hi-res texture, and avoid the repetition one gets with
normal tiling.

Unfortunatly I'm no expert in pfshaders at all (I did read the chapter
in the manual, but never used it before). So I'm hoping for some answer
from a bit more experienced person, who can tell if this is possible at all
or not! perhaps even some good suggestions for a starting point.

If it works I would apply it to other things aswell, like forests.

best regards,

-frans

  _______________________________________________________________

    "Hi, my name is Frans, I'm your crazy scientist for today."

    Frans van Hoesel hoesel++at++chem.rug.nl
                              http://hpcv100.rc.rug.nl/~hoesel
  _______________________________________________________________


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