Texturing a voxel terrain

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Neirdan
Posts: 39
Joined: Tue Aug 14, 2012 10:29 pm

Texturing a voxel terrain

Post by Neirdan »

I am currently working on a voxel terrain (256x256 tiles) split in 256 sectors (16x16 tiles per sector).
Each sector is an independant mesh.
Each tile has it's own type (rock, grass, sand, dirt...).

I want an end result looking like this: http://irrlicht.sourceforge.net/forum/v ... hp?t=38676
I'll load the textures but the "splatter map" texture is going to be created "on the fly" as a procedural texture depending on the sector's tiles, using a shader to splat

What would be the best practice to do that?
How can I avoid problems regarding sectors seams? (example: sector 1-2's right border is grass, sector 2-2's left border is dirt and I don't want a clear separation)
zerochen
Posts: 273
Joined: Wed Jan 07, 2009 1:17 am
Location: Germany

Re: Texturing a voxel terrain

Post by zerochen »

hi,

i used a texture atlas and give the shader the material (just which texture to use).

have a look at triplanar mapping like here: http://irrlicht.sourceforge.net/forum/v ... =triplanar

it is very simple and looks very nice;)

regards
zerochen
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