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Author Topic: Normal mapping on terrain textures  (Read 29052 times)

cameni

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Normal mapping on terrain textures
« on: January 24, 2013, 02:48:33 pm »

Experiment with normal mapping applied to terrain textures. The source terrain textures (diffuse, 512x512) are actually unchanged, there's no higher detail in colors, but there are additional 2048x2048 normal maps applied atop of it for a higher lighting detail. It dynamically changes with sun position, and will allow also other effects applied later - specular highlights etc.

Note these normal maps are first versions and will require more tuning.

On the left - normal mapping, on the right - existing mode without terrain normal maps.

« Last Edit: January 24, 2013, 02:57:24 pm by cameni »
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Abc94

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Re: Normal mapping on terrain textures
« Reply #1 on: January 24, 2013, 02:59:23 pm »

Wow that's quite a difference!  Looks way better.
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ZeosPantera

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Re: Normal mapping on terrain textures
« Reply #2 on: January 24, 2013, 04:01:13 pm »

Couldn't let Kelvin get the spotlight even for a second could you.. Raining on his parade...

Freakin' Amazing comes to mind.
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KelvinNZ

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Re: Normal mapping on terrain textures
« Reply #3 on: January 24, 2013, 05:21:43 pm »

Hope I haven't started anything here :)

My reworked textures purely shows the technology behind the textures that I put up. Nice work Cameni and Angrypig. It's been a while since we have seen some "under the hood" work like this.

Looking forward to this effect being applied.
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cameni

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Re: Normal mapping on terrain textures
« Reply #4 on: January 26, 2013, 08:28:45 am »

Some more screens from the ongoing change in terrain rendering.

Runway surface with a part of white marker. Notice that the markers now actually have thickness and use material with a different pattern than the asphalt.


Runway surface with gravel border. That gravel type is probably more suitable for a riverbed :)
White marker thickness is also visible here.
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Jagerbomber

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Re: Normal mapping on terrain textures
« Reply #5 on: January 26, 2013, 10:28:07 am »

The road itself could probably use those cracks seen in the paint too.
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ZeosPantera

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Re: Normal mapping on terrain textures
« Reply #6 on: January 26, 2013, 01:11:13 pm »

You go girlfriend.
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KelvinNZ

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Re: Normal mapping on terrain textures
« Reply #7 on: January 26, 2013, 03:48:32 pm »

This looks very pleasing to the eye, nice job! One more step forward.
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pico

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Re: Normal mapping on terrain textures
« Reply #8 on: January 26, 2013, 05:21:19 pm »

I love it.  :)
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Bartolomeus

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Re: Normal mapping on terrain textures
« Reply #9 on: January 27, 2013, 11:50:58 am »

That looks really awesome!

Marko

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Re: Normal mapping on terrain textures
« Reply #10 on: January 27, 2013, 01:20:12 pm »

Agreed, lovely.

Query:  Will there be a myriad of roads, some in good condition, some not, and the same for runways?  Seems like there needs to be a fractal variance there too.  Take for example the comment on cracks in the asphalt just like the cracks in the paint.  Welll.. some newer runways might not have that.  Conversely, older runways might have fresh, uncracked paint!  Also, road and runway widths are not necessarily uniform. 

Nuances underscore the belief that one is in a living world.  We're getting lots of 'em. 

And just think: No mosquitoes or flies!!  :D
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cameni

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Re: Normal mapping on terrain textures
« Reply #11 on: January 27, 2013, 01:48:25 pm »

The deterioration is supposed to be parametrizable, from a completely new construction to a barely recognizable shape, overtaken by the nature. The parameter is going to drive the generator that probabilistically determines what type of material to place when making roads (or other civilization artifacts). There will have to be some auxiliary maps that control how the structure decays, cracks and patches appearing, initially with the border material (gravel), then vegetation etc.

Obviously the parameter could be also driven dynamically, for some games where the wear time would be accelerated for it to be visible, but in other cases it would be just used at design mode to specify the age of the road.
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Steve.Wilson

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Re: Normal mapping on terrain textures
« Reply #12 on: January 27, 2013, 03:37:34 pm »

Nice.  I should stop suggesting things you've already got planned!!  ;)
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cameni

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Re: Normal mapping on terrain textures
« Reply #13 on: January 28, 2013, 12:06:06 pm »

Accidentally got it simulated, in part :)

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Steve.Wilson

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Re: Normal mapping on terrain textures
« Reply #14 on: January 28, 2013, 12:11:37 pm »

SUPER!  Time to bring out the simulated repavers and preserve that runway!  :D
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