Blending textures

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Re: Blending textures

Postby Grogyan » Wed Jan 23, 2008 10:56 pm

andylegate wrote:I'm prolific, eh?? :D


:D Always a good thing, asking questions :)

After this problem, i'm onto figuring out how to model cables, rope, flex tubing etc

Then, if, IF, custom animations are sorted out for grouped objects (regions, physicals, lights) i'll beat my head against the wall to get that sorted.

Each if which will be practiced on a very very simple Age, then integrated in my experimental Age.
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Re: Blending textures

Postby Trylon » Thu Jan 24, 2008 8:17 am

Did you reead the First age tutorial on the wiki? It explains stenciling along with the regular texturing.

Check the chapter "Giving it substance"
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Re: Blending textures

Postby Aloys » Thu Jan 24, 2008 9:29 am

Grogyan wrote:After this problem, i'm onto figuring out how to model cables, rope, flex tubing etc

If you find a proper technique to do that I'm Blender I'm highly interested.. :!:
Blender doesn't have an 'extrude along curve' function for polygon modelling, only for curves. Which forces me to subdivide a cylinder over its length and then apply a 'curve' modifier.. For the most part it works, but it's not perfect because it generates extraneous faces if you need a pipe with a complex shape. And later on if you realize you need to change the cylinder (for instance because it uses too many faces, or not enough) then you need to recreate it.
But, for the most part the technique works well for cables and similar objects.
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Re: Blending textures

Postby andylegate » Thu Jan 24, 2008 9:46 am

I'm trying to remember......but......

not too long ago, I think I remember doing some small (like 1 inch diameter) pipe in Bryce, and exported it.......or was it Radiant?? Bah! Middle Age is starting to mess with my memory.

Anyways, I imported it into Blender. It wasn't perfect, as I had to tell Blender to remove the double verticies and then I had to tell it to smooth it so it would look round again, but it actually looked like small cable.....

I'll have to look into doing that again......when I'm not so swamped with other stuff :P
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Re: Blending textures

Postby Chacal » Thu Jan 24, 2008 11:27 am

I used to make triangular-section tubes and ropes while building Quake maps, this usually wasn't noticeable and it saved some polys.
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Re: Blending textures

Postby Grogyan » Sat Jan 26, 2008 2:22 am

I have solved two problems tonight, and gained 1.

Off topic, I found a tutorial on how to make tubing, cables etc and I have made a new topic on that
viewtopic.php?f=7&t=1115

Back on topic again, I tried again to get the stencil image to work, and I found the answer as to why, you need to click the button that says "CalcAlpha" in the texture buttons.
Cool, but now that I had to scale up the UV co-ordinate map, the Grass texture is repeated, the way I want, but not I have splotches of where the blending has tiled all over.

To recap what I am trying to do now, Grass texture, repeated, Stencil texture to extend to the edges of the object, and the Dirt texture, to extend to the edges of the object, preferably without using Orco (for compatibility reasons), how do I do that?
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Re: Blending textures

Postby Nadnerb » Sat Jan 26, 2008 9:32 am

You should apply a separate UV map to your stencil texture. This can be done by creating a new uv layer in the edit buttons, naming it something, editing it, and then typing that name in the map input settings of your texture.
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Re: Blending textures

Postby Trylon » Sat Jan 26, 2008 12:04 pm

Grogyan wrote:Back on topic again, I tried again to get the stencil image to work, and I found the answer as to why, you need to click the button that says "CalcAlpha" in the texture buttons.


Oh, yeah, that was supposed to go automatically, but it got busted somehow - next releases will do it automatically...
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Re: Blending textures

Postby Grogyan » Sat Jan 26, 2008 2:46 pm

Nadnerb wrote:You should apply a separate UV map to your stencil texture. This can be done by creating a new uv layer in the edit buttons, naming it something, editing it, and then typing that name in the map input settings of your texture.


I did that, but it didn't work, the blending texture is 256x256 while the other 2 are 1024 x 1024
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Re: Blending textures

Postby Nadnerb » Sat Jan 26, 2008 6:57 pm

Grogyan wrote:I did that, but it didn't work, the blending texture is 256x256 while the other 2 are 1024 x 1024

That shouldn't make a difference. Change the uv image to the correct one. Each UV layer can have it's own for editing purposes, and a material layer can use any combination of image and uvlayer. (as it uses only the coords)
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