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Procedural Terrain Texture

Posted: Thu Sep 03, 2015 10:10 pm
by coilbook
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

Re: Procedural Terrain Texture

Posted: Thu Sep 03, 2015 10:49 pm
by FrankPooleFloating
Don't you need to tweak Ray Epsilon when scale is very big or very small?... Try that first.

Re: Procedural Terrain Texture

Posted: Fri Sep 04, 2015 12:15 am
by Rikk The Gaijin
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
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.
Take a look on how I did the terrain for my Metaverse entry here: viewtopic.php?f=5&t=49188
Good luck.

Re: Procedural Terrain Texture

Posted: Fri Sep 04, 2015 12:17 am
by coilbook
Thank you both!
I a mso hoping that with OCtane 3 we will be able to buy procedural textures

Re: Procedural Terrain Texture

Posted: Fri Sep 04, 2015 2:29 pm
by mbetke
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.