werner.poetzelberger Posted April 24, 2013 Posted April 24, 2013 Hello, I am definitely struggeling with the detail materials. I am trying to recreate the effect, described here: https://developer.unigine.com/en/docs/1.0/principles/objects/terrain/terrain_detail#overlap No change to get the same result. Basically I am experiencing similar problems like this: https://developer.unigine.com/forum/topic/1264-solved-overlap-detail-material-issue/?hl=terrain+detail+material#entry6594 When I am using a texture with alpha channel on the material 1 to paint over the material 0, it replaces the whole material, and is only blending onto the coarse D.color of the terrain. I can play with various settings (value, thresholds etc.) which all give funny resulty, but definitely not the desired one. I want to achive: Basic Terrain with a detail material on the bottom layer. material 0 All the other materials 1-3 overlap each other, using an alpha channel, but without blending color into each other. Adjusting the Threshold slider to achive smoother edges is definitely welcome, but first of all I need clean overlaps and the understanding for the settings. Can you please tell me all the setting, needed to create that effect, including the correct alpha channel assignments and values. In the attachment: material 0 is cyan, material 1 is magenta with alpha channel The desired result is to see cyan with magenta doughnuts and crosses on top. Thank you. Best. Werner
Rob Posted April 24, 2013 Posted April 24, 2013 Here are my settings, you have to make sure that the cyan material is on top of the material list and the magenta material is under that iirc, this way its placed on top of the first material Check my screenshots for the settings, as you can see in the background the rocks are painted over the sand texture I hope this helps
werner.poetzelberger Posted April 24, 2013 Author Posted April 24, 2013 Thx For the reply Rob. I am doing exactly this what you are showing, but it does not work. In fact what I am seeing in your screenshot, it seems that the rock are also Blending with the Sand. Or are the rocks sandy colored? Best. Werner
Rob Posted April 24, 2013 Posted April 24, 2013 Thx For the reply Rob. I am doing exactly this what you are showing, but it does not work. In fact what I am seeing in your screenshot, it seems that the rock are also Blending with the Sand. Or are the rocks sandy colored? Best. Werner I painted it at about 50% opacity as the current alpha channel also includes sand around the rocks so if I would have painted it at 100% it would cover the sand entirely so there is a slight blend between the 2 materials at the moment, but before I had a texture with only the rocks visible with no blending and it woudl still work I think you will have to lower the Value and Threshold for the overlapping material and set the threshold for the cyan material to 1, I cant remember as it has been a while since I worked on the terrain itself. Just play with the vallues and look what happens let me know if you find out what the problem was, as I have also had these problems and still dont know what caused it back then
werner.poetzelberger Posted April 24, 2013 Author Posted April 24, 2013 Probably that is, why you see the sand and I do not see the cyan. But I dont want a mixture, I want a distinction of the 2 layers as in the docu. Should be possible I guess. Unfortunately I couldnt get the results playing with the settings. The docu says, that the values are multiplied to the mask. So for me, it should work like this as areas in the alpha channel black, 0 should be multiplied with the corresponding mask (channel of mask) so xx*0 = 0. And the values 1 in the alpha * something from the mask get the mask value, thats fine. and so on with values inbetween. But here it seems, that the 0 values from the alpha are not multiplied correctly. Hmm. I guess I am doing something wrong. b.w.
werner.poetzelberger Posted April 24, 2013 Author Posted April 24, 2013 Here I found the other sample which is NOT a terrain but a material_mesh_terrain material, which shows similar options. This seems to work as it should. And here the proove with my own textures... Best. Werner
werner.poetzelberger Posted April 25, 2013 Author Posted April 25, 2013 New Day, New luck. I think I am not 100% through with these settings but I have a new discovery. While painting, the power factor of the brush is influencing the later result. Painting with a 0 power works well atm. I have also adjusted the threshold and value value ( :huh: ) of the materials down. Lets see what more the new day brings. Here is another test showing good results. I now will have to proove this with real textures. best.w.
Guest slice3d Posted July 23, 2013 Posted July 23, 2013 werner.poetzelberger, Hi! Please try to paint your masks in the Addition and Subtraction modes instead of using Normal mode of the Terrain Editor tool. In Normal painting mode masks for all other materials are gets 'overridden' (erased actually) by the one, currently selected for painting. That's why you didn't see cyan background under the texture with pink X and O's in your example. And as Rob shows on the screenshots, make sure that your Diffuse Scale parameter value is set to 1.0 for each detail material you use on the terrain. Let me know if this resolves your problem. Vyacheslav.
werner.poetzelberger Posted September 13, 2013 Author Posted September 13, 2013 I think I understand. Actually I guess iam going back to the overlay, as it is a bit more satisfying in appearance. werner
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