Splat Terrain Texturing

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Nystul
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Re: High Resolution Terrain Textures

Post by Nystul »

Hi TheLacus, here is some progress with the reflections mod and the splat map terrain shader.
I got it working. Still sorting out some bugs unrelated to your mod. So new version might take some more time.
Good news is that after fixing some issues reflections just work without the need to inject a different terrain shader variant for the splat map terrain shader. these are good news. I also like that ssr and planar reflections can be used together ;)
here is a screenshot of the current state (just planar reflections here):
Image

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pango
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Re: High Resolution Terrain Textures

Post by pango »

Excellent! And I'm sure it looks even better in action :)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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TheLacus
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Re: High Resolution Terrain Textures

Post by TheLacus »

Hey Nystul, it looks great!
Hazelnut wrote: Fri Aug 28, 2020 1:37 pm Hi TheLacus, this looks great and after suggestion from MasonFace I took a look at the code and saw it's post processing the shader tilemap before using a new shader so i figured it would be compatible with the road painting into tilemap I'm using.. and it is. Roads look fantastic, but unfortunately as you can see in the screen below, dirt tracks look really derpy!
I think i can improve it by tweaking the height maps. Not sure if it will help much with the diagonal tiles, but we'll see. :)
Hazelnut wrote: Fri Aug 28, 2020 1:37 pm So, is there anything you can tweak in the splatmap code, or will I need to detect it and change the tiles I'm using? Or maybe its the hires tileset you're using? Is there any way for splatmapping the default tiles for comparison?
All textures (grass, dirt, road, etc.) are blended with a weight defined for each pixel in the splatmap, with additional logic to implement height-based blending. Daggerfall tiles are only replicated with this approach, it would look the same with classic textures.

A possible future improvement for compatibility would be to defines roads without relying on classic texture tiles. Specifically, we could use a matrix representing road position on terrain with a certain resolution (i.e. 4x4 for each tile). Each pixel would state if road texture should be blended at position, overriding the portion of texture from classic tile. That would make everything look like the straight track, no matter the direction.
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Hazelnut
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Re: High Resolution Terrain Textures

Post by Hazelnut »

TheLacus wrote: Wed Sep 02, 2020 4:04 pm Hey Nystul, it looks great!
Hazelnut wrote: Fri Aug 28, 2020 1:37 pm Hi TheLacus, this looks great and after suggestion from MasonFace I took a look at the code and saw it's post processing the shader tilemap before using a new shader so i figured it would be compatible with the road painting into tilemap I'm using.. and it is. Roads look fantastic, but unfortunately as you can see in the screen below, dirt tracks look really derpy!
I think i can improve it by tweaking the height maps. Not sure if it will help much with the diagonal tiles, but we'll see. :)
Hazelnut wrote: Fri Aug 28, 2020 1:37 pm So, is there anything you can tweak in the splatmap code, or will I need to detect it and change the tiles I'm using? Or maybe its the hires tileset you're using? Is there any way for splatmapping the default tiles for comparison?
All textures (grass, dirt, road, etc.) are blended with a weight defined for each pixel in the splatmap, with additional logic to implement height-based blending. Daggerfall tiles are only replicated with this approach, it would look the same with classic textures.

A possible future improvement for compatibility would be to defines roads without relying on classic texture tiles. Specifically, we could use a matrix representing road position on terrain with a certain resolution (i.e. 4x4 for each tile). Each pixel would state if road texture should be blended at position, overriding the portion of texture from classic tile. That would make everything look like the straight track, no matter the direction.
Thanks for the reply. I think I will switch the dirt track diagonal tiles used if splatmap mod is detected then, although I'll wait and see what changes tweaking the heightmap gives. I think given the much better definition of the dirt tracks due to the splatting, that I could switch to a different diagonal pattern that would match the cardinal look pretty well.

The suggestion of matrix for road position on terrain sounds great for a proper road mod in the future. My basic roads mod is very simple and has many constraints including being limited to 8 directions. The whole idea is based on the tiles and map pixel design of the DF terrain system, however once a more complex and refined system is created where roads lead out from the actual gate positions and follow terrain heights etc that flexibility will be essential I expect.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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TheLacus
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Re: High Resolution Terrain Textures/Splat Terrain Texturing

Post by TheLacus »

Added Splat Terrain Texturing to miscellaneous files. It will eventually take the place of current version of the mod, probably when Daggerfall Unity 0.10.27 (?) is released.

It's pretty much the same build i already released here on forums, just with a few minor improvements. It doesn't include specific changes for reflections or roads, they will come with a future update.
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Midknightprince
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Re: High Resolution Terrain Textures/Splat Terrain Texturing

Post by Midknightprince »

TheLacus wrote: Thu Sep 03, 2020 8:11 pm Added Splat Terrain Texturing to miscellaneous files. It will eventually take the place of current version of the mod, probably when Daggerfall Unity 0.10.27 (?) is released.

It's pretty much the same build i already released here on forums, just with a few minor improvements. It doesn't include specific changes for reflections or roads, they will come with a future update.
Does it not work in 10.24 ?
I got it in mods but it's not showing up...
Check out my YouTube Channel!

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TheLacus
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Re: High Resolution Terrain Textures/Splat Terrain Texturing

Post by TheLacus »

Midknightprince wrote: Fri Sep 04, 2020 12:39 am
TheLacus wrote: Thu Sep 03, 2020 8:11 pm Added Splat Terrain Texturing to miscellaneous files. It will eventually take the place of current version of the mod, probably when Daggerfall Unity 0.10.27 (?) is released.

It's pretty much the same build i already released here on forums, just with a few minor improvements. It doesn't include specific changes for reflections or roads, they will come with a future update.
Does it not work in 10.24 ?
I got it in mods but it's not showing up...
No, it requires Daggerfall Unity 0.10.25 as stated by file description. ;)
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Midknightprince
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Re: High Resolution Terrain Textures/Splat Terrain Texturing

Post by Midknightprince »

TheLacus wrote: Fri Sep 04, 2020 11:54 am
Midknightprince wrote: Fri Sep 04, 2020 12:39 am
TheLacus wrote: Thu Sep 03, 2020 8:11 pm Added Splat Terrain Texturing to miscellaneous files. It will eventually take the place of current version of the mod, probably when Daggerfall Unity 0.10.27 (?) is released.

It's pretty much the same build i already released here on forums, just with a few minor improvements. It doesn't include specific changes for reflections or roads, they will come with a future update.
Does it not work in 10.24 ?
I got it in mods but it's not showing up...
No, it requires Daggerfall Unity 0.10.25 as stated by file description. ;)
Sweet thank you..
Oh man, I cannot wait for .26 now..
Check out my YouTube Channel!

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Midknightprince
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Re: High Resolution Terrain Textures/Splat Terrain Texturing

Post by Midknightprince »

Okay......I loaded this thing up in .25.
Even the snow is all shiney ?
Dude....I love it !
It is perfect.
Check out my YouTube Channel!

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Nystul
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Re: High Resolution Terrain Textures/Splat Terrain Texturing

Post by Nystul »

Hi TheLacus,
I am working on a new version of the realtime reflections mod compatible with your splat terrain texturing mod.
there are 2 things I want to discuss here.

1st thing is that when raining terrain textures get reflective. I love it, but would it be possible to attenuate wet reflections for every ground material except the streets - because it looks a bit too uniform imo (furthermore the seam at the border of planar planes will be less visible), see this screenshot:
Image

2nd thing is about reflections. I need to find a way to blend planar reflection texture into the reflectionstexture of the deferred rendering pipeline in the same way as it is done in your preview build of your mod with reflection probes or screen space reflections, see these 3 screenshots of probes, ssr and planar reflections for comparison:
probe reflections:
Image
screen space reflections:
Image
planar reflections:
Image

I would love to get it to respect the roughness of the water, but currently it is just a pixelwise blending which looks a bit too perfect imo, what do you think?
Unfortunately I don't know how to do it right, I will take a look at the code of unity's build-in-shaders and see if I can find and understand how it is done for probes.
Also the ssr code of the post processing stack might be useful, but this is sophisticated code :'(

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