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Best way to assign a different materials to a landscape without bitmaps?

Posted: Tue Feb 17, 2015 1:58 pm
by Kial
Hey guys! I'm recreating the Legend of Zelda: Link to the Past overworked map in 3D, and I was unsure of how to progress on texturing everything. I'm attaching an image below of what I'm trying to recreate.

Basically, I have splines extruded upwards to form the ground and mountains. The camera will be getting really close to the ground, so I'm not sure if I can make a high enough resolution matte to use a mix material to blend my grass material with my path material (and I get the feeling my graphics card will hate this scene, so the less textures the better). Also, considering how much ground there is, and how many different types of ground there are on a single piece of geo, I think it might be a better option to make the path shapes as extruded splines and use a mix material with a dirt shader to transition from grass to dirt path (I kind of want a smooth, but random falloff on the edges of the path).

It would be nice to be able to assign different extruded spline shapes to different materials, but I think the dirt shader will just use any and all intersection/ao... anyone have any ideas on how to assign different textures to these areas? Also, using a dirt shader would most likely pick up all the objects I'll be placing around the scene, so it might not be ideal (I just love the way you can get interesting falloffs on it). If not, I can always fall back on creating different geo to apply the different kinds of geo to, but I just wanted to see if there was a better solution! Thanks for reading!