Here is an example
This method looks 100 times better than Ca3De's current method of having one large overlayed texture and a detail texture.
Its used in a lot of games including ut2004, Call of duty, HL2 etc
So Carsten please consider looking into getting this going with Ca3De, I bet both my balls it will be worth it.
thanks for the info. This technique is also known as "linear combination of several diffuse maps using a control-map", and is also used e.g. in FarCry. That is, if you have four diffuse maps (e.g. sand, grass, rock and pavement), the four components of each RGBA texel of the control-map define the weights with which each diffuse-map enters the final texel. That is, each R, G, B and A must be between 0 and 1, and R+G+B+A = 1, then
outputPixel = R*sand + G*grass + B*rock + A*pavement.
I've not yet implemented an appropriate MatSys shader for this technique simply because I currently don't have enough spare time for it.
Lucky you...I bet both my balls it will be worth it.
Agreed, I'm with youscott wrote:I bet both my balls it will be worth it.
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