TERRAIN DECAL EDITOR 制作功能需求 第一版

这主要通过两个步骤完成。
首先,创建一个基于网格的基本贴花。

Overview: Collect the opinions of artists participating in the X2M project and propose alternative opinions. Because the number of mixed textures of the terrain is limited, we provide a function for precise expression of very special areas or small areas.
The advantage allows specific areas to be expressed in detail.
Disadvantages occur a slight overdraft.
Recommendation: It is recommended not to use it in large areas, but only use it in special situations that cannot be expressed due to the limited number of texture samplers in the terrain.


概述:收集参与X2M项目的艺术家的意见并提出替代意见,因为地形的混合纹理数量有限,因此我们提供了一种用于非常特殊区域或较小区域的精确表达的功能。
优点允许详细表达特定区域。
缺点发生轻微透支。
推荐:建议不要在大区域中使用它,而仅在由于地形中纹理采样器数量有限而无法表达的特殊情况下才使用它。

Basic concept.

If We need a more special texture in a specific area when blending the terrain texture as shown in the picture above, add a Texture Sampler in the terrain shader to prevent increasing the amount of terrain shader computation.
Biome Blending, which has not yet been developed, can be partially replaced. (Generally, overseas developers have a system that separately manages zones and zone junctions in the terrain editing tool for biome blending.)
The above process is the process of additional texture work for a specific area using the pre computed deferred decal mesh and edge blending shader.

如上图所示,如果在混合地形纹理时需要在特定区域中使用更特殊的纹理,请在地形着色器中添加一个纹理采样器,以防止增加地形着色器的计算量。
尚未开发的生物群落混合技术可以部分替代。 (通常,海外开发人员拥有一个系统,该系统可以在地形编辑工具中单独管理区域和区域交界处以进行生物群系融合。)
上面的过程是使用预先计算的递延贴花网格和边缘混合着色器对特定区域进行额外纹理处理的过程。


Test of Abstractive concept

Categories: tools

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