Autocon
04-02-2012, 04:38 PM
So I was curious if you can instead of blending 2 height maps together, use one height map as the base and one as the replace map.
Example
I have a cobble stone texture, I want to blend in some sand. I want the sand to of course blend into the cracks of the cobble stone and fill up until it more of less hides all the stones.
The problem is, that with normal blending you are taking a pixel from 1 height map and blending it with another height map until they are the same color. So if you had a black height map and were blending with a white one it would be turning your resulting heightmap grey.
I want to have a sort of threshold where it wont show sand until the pixels in height map 1 are whiter then they are in height map 2 (which could just be a constant white color)
Not sure if this is possible and I couldnt think of anything that would allow you to blend but not replace the texture until the result of the blended heightmap is greater then the original.
You can see the issue occur if you blending with tessellation. The cobblestones should never change height, but when blending in the sand it changes the height of the cobblestone instead of keeping them static and just waiting until the sand would be able to actually cover up the stones.
Example
I have a cobble stone texture, I want to blend in some sand. I want the sand to of course blend into the cracks of the cobble stone and fill up until it more of less hides all the stones.
The problem is, that with normal blending you are taking a pixel from 1 height map and blending it with another height map until they are the same color. So if you had a black height map and were blending with a white one it would be turning your resulting heightmap grey.
I want to have a sort of threshold where it wont show sand until the pixels in height map 1 are whiter then they are in height map 2 (which could just be a constant white color)
Not sure if this is possible and I couldnt think of anything that would allow you to blend but not replace the texture until the result of the blended heightmap is greater then the original.
You can see the issue occur if you blending with tessellation. The cobblestones should never change height, but when blending in the sand it changes the height of the cobblestone instead of keeping them static and just waiting until the sand would be able to actually cover up the stones.