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Terrain Tessellation


Josh

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Our "dynamic megatexture" terrain system contains a lot of powerful capabilities we haven't yet been able to tap into. One advantage of this approach is that it works extremely well with hardware tessellated terrain. In fact, our terrain system was originally designed with this in mind, which is the main reason we have a slot allocated for a displacement map. This video shows my first-pass implementation of the technique. When a displacement map is assigned to a terrain texture layer, painting the texture layer results in geometry that appears right as you draw. As you can see in the video below, this is one of those features that are just "magic".

 

 

To make this look good, you really need high-quality textures. An auto-generated heightmap will look grainy and "spiky" but a high-quality material created from a sculpt will look incredible.

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features that are just "magic"

I watched the video first and was gonna comment "what kind of sorcery is this?!" but you kind of beat me to it. I had to watch it in slow motion. Rocks looked like they grew and shrunk from the terrain. Even understanding the basics, I'm not quite sure how that happens but I'm happy to settle for sorcery and magic.

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Looks great. I am really glad you decided to go this route. I know my answers to about everything has been tesselation but it really is the best way to get the most amount of polygons close to the camera. And that is what counts most.

Are you going to give us the ability to change the tesselation factor based on the distance to the camera?

Also can't wait for you to get decals working. This also works great for damage or wounds.

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I think with "high-quality" Josh is not so much referring to texture size (2k should be enough) but about how meaningful the displacement map is. This is a grey-scale with black being "no vertical height" and white "full displacement". Often this is generated by some tool from the diffuse map (photo of rock surface), but this will be noisy due to colored specks etc. Using that as a displacement map will create unrealistic spikes. It's better to generate it from rocks etc. sculpted in a 3D modelling tool.

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