Hi Does anyone have any idea how to create good enough procedural texture in OCtane We have a very large area 3 by 3 miles and we need both distant shots and closeup for animation.
Seamless bitmaps just leave crazy lines from a distance. All this just still looks bad. How Pixar does their terrains so good
Thank you
Procedural Terrain Texture
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- FrankPooleFloating

- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Don't you need to tweak Ray Epsilon when scale is very big or very small?... Try that first.
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- Rikk The Gaijin

- Posts: 1528
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Have you ever played a video game? There are a lot of tricks and techniques to mask out the tiling for terrains. Pixar doesn't simply use a tiled textures, to create a realistic terrain you are gonna need A LOT of other items on the ground, grass blades, leaves, rocks, plants, fallen branches, etc. A simple texture will never ever give you realism.coilbook wrote:Hi Does anyone have any idea how to create good enough procedural texture in OCtane We have a very large area 3 by 3 miles and we need both distant shots and closeup for animation.
Seamless bitmaps just leave crazy lines from a distance. All this just still looks bad. How Pixar does their terrains so good
Thank you
Take a look on how I did the terrain for my Metaverse entry here: viewtopic.php?f=5&t=49188
Good luck.
Maybe giva a tool like world-machine a try for distant shots and background terrain. For close-ups do a tiled-texture setup with decals and object cover to avoid tiling.
It really depends on the type of project.
It really depends on the type of project.
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Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2