![]() ![]() The texture type of the normal texture used here must be ‘Normal Map’ (you can change the texture type of a texture asset in its import settings). Add Texture window (Custom)īesides the main texture map, you can also specify a normal texture for all of the 3 built-in material types. Add Texture window (Specular)Ĭustom: How the splat map is used depends on your custom shader, but usually you want the RGB channels to be the base color. ![]() Specular: RGB channels are the diffuse color. There is also a ‘Metallic’ slider which controls the overall look of the surface.ĭiffuse: RGB channels are the diffuse color. Standard : RGB channels are the albedo color of the terrain surface, while alpha channel controls the smoothness. The different Add Terrain Texture windows are listed here. (See Add Terrain Texture window, before and after, in Fig 1 below.) Fig 1: Click on Select in the Add Terrain Texture window and choose a texture asset from the Select Texture window (not shown) - it then displays, ready to add to the terrainĭepending on the material type you set in Terrain Settings, the color channels of the main texture map may have different uses. Click on the texture you want and it displays in the Add Terrain Texture window. These are listed below in Terrain Texture Settings.Ĭlick on Select to see your texture assets in a separate Select Texture window (not shown). Here you can set a texture and its properties.ĭepending on the material type you set in Terrain Settings, the color channels of the main texture map may have different uses. If you click the Edit Textures button and select Add Texture from the menu, you will see the Add Terrain Texture window. Initially, the terrain has no textures assigned for painting. The paintbrush button on the toolbar enables texture painting. ![]() Sand dune terrain with sandy texture Enabling Textures The painted textures can be applied with variable transparency so you can have a gradual transition between grassy countryside and a sandy beach, for example. One texture will serve as the “background” image over the landscape but you can also paint areas of different textures to simulate different ground surfaces such as grass, desert and snow. Since terrains are such large objects, it is standard practice to use a texture that repeats seamlessly and tile it over the surface (the repeat generally isn’t noticeable from a character’s viewpoint close to the ground). You can add texture images to the surface of a terrain to create coloration and fine detail. ![]()
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