One thing I haven't perfected is a design so that texture transitions don't need endless tweaking after you apply one. Does anybody have a pattern or design that solves the sharp edge problem?
Thanks if you have anything.
Texture Transitions
I don't have a pattern or design, but I have a method that I developed doing ocir's. It's nothing fast, you'll still need to do one at a time but for the most part once you do them there is no more tweaking necesary except when the transitions meet at the corners (avoid those).
If this is something that may help I can go into more detail, it'll take a while but I'd be happy to.
If this is something that may help I can go into more detail, it'll take a while but I'd be happy to.
This image looks terrible cuz of the compression but it was too large without it. Anyway, I have a huge amount of terrain to cover so the idea would be to prevent the need for this kind of tweaking all the way around. I usually avoid transitions because of this problem. I think the problem is that 3x3 just doesn't offer enough flexibility. Maybe a workaround will be to use transitions to mark the ground, then go back with a 5x5 set to touch up the edges. But I'm open to suggestion if something to eliminate that sort of tedium.
Unfortunatly I'm afraid that tedium is my way... In a case like that I'd either use an exsisting corner texture to fix it (fill in all the gaps) if it aligned properly, and if didn't I'd make one that did... I surley wouldn't want to have do that on a massive scale though.
I have never played with the auto transition tool so I can't say if it'd offer more flexability or not by using a 5x5 but it seems logical that it would.
I have never played with the auto transition tool so I can't say if it'd offer more flexability or not by using a 5x5 but it seems logical that it would.
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GuitarBill
Transitions
Yes, If I remember correctly the 'auto transitions' feature was designed only with the 'diagonals' transition scheme in mind.
There are 2 ways to do transitions; going from corner-to-corner (what I call the 'diagonals' method), or going from center-to-center as per the previous poster in this thread.
Phins outline there is for the diagonals scheme, which should work properly with altitude transitions.
Arguably the other method produces better results though, because you don't get the texel blockiness at the corners where they meet.
There are 2 ways to do transitions; going from corner-to-corner (what I call the 'diagonals' method), or going from center-to-center as per the previous poster in this thread.
Phins outline there is for the diagonals scheme, which should work properly with altitude transitions.
Arguably the other method produces better results though, because you don't get the texel blockiness at the corners where they meet.
