Planetside Software Forums

Support => Terragen Support => Topic started by: WAS on August 04, 2020, 04:58:04 PM

Title: Rock Object UV
Post by: WAS on August 04, 2020, 04:58:04 PM
Seems like the rock objects UV is a little whacked in the polar region. Textures don't work right. I noticed this before trying to use PBR Materials in the past, but forgot about it when trying to do some basic coral. Thought I'd make note of it here.

I tried subdivided, or not, as well as 10 - 64 - 256 - 512 - 1024 -2048 faces. Seems it just out of my control.
Title: Re: Rock Object UV
Post by: Matt on August 06, 2020, 05:05:00 PM
The texture coordinates are in 3D; they are not UVs. If you treat them as UVs then you're only using the X and Y coordinates; in other words you are doing a projection along the Z axis.
Title: Re: Rock Object UV
Post by: WAS on August 06, 2020, 08:00:56 PM
So wait. But it's a spheroid?  How would one go about proportionate texturing from image? Plan Y for example will just present the same problem on it's terminator with the ground.
Title: Re: Rock Object UV
Post by: Dune on August 07, 2020, 01:42:39 AM
Might not even be possible, as spherical projection needs a central location for each rock. What I sometimes do with image maps is mix several projections as good and bad as it goes.
Title: Re: Rock Object UV
Post by: WAS on August 07, 2020, 01:13:47 PM
Hmmm true. But with how primitive the rock object is, especially with low faces you'd think a UV could be easily baked on the fly like mesh displacing.
Title: Re: Rock Object UV
Post by: Dune on August 08, 2020, 01:36:13 AM
Also true. But that's for Matt to implement.