News Design Materials Articles
 Terrain Blending  Page 6 of 6
Final Blend The image to the left shows both the short and long terrain blending sections in place and the final blending example is complete.

The sand and the grass smoothly blend from the left to the right while a sheet of gravel is scattered across the top, revealing the ground below via glimpses from an alpha channel.

At this point the final blending system can be used successfully with high contrast textures and custom alpha channels.

With the possibilities of variable length blends stacked on top of each other, the look of the terrain can now have different blend types that are not too difficult to implement.
Click on the above image for a larger version
Dotproduct2 The final dusting on the sandy cake is to add a dotproduct shader command to the relevant material shaders. This will allow the alpha fade values to also be affected by the angle of the terrain surface.

The number of alpha fade brushes used on the terrain can be reduced because the dotproduct blending will fill in the gaps better with more varied texture blending.

Dotproduct is not a magic ingredient that makes texture blending look better. The terrain surface has to be angled to start with and the blends should be in good positions so that the textures have time to develop.
Click on the above image for a larger version
 Alpha Tweaky
One advantage to having the secondary layer alpha channel not hiding the swap over of the primary texture underneath is that it can easily be changed to produce nice subtle texture blending effects. Below are three examples of the alpha channel on the gravel being changed and how it effects the balance of the primary textures.

The last image at the bottom of the page shows the terrain textures being swapped for a different style and the alpha channel being tweaked to suit the new look. All this was done without any changes to the terrain shape or the texture blending setup.

Alpha Channel Difference

Mememe
Articles 
Level Design -
Creating Terrain -
 2  3  4  5  6  7  - Pg  
Terrain Blending -
 2  3  4  5  6  - Pg  
Rockwall Corridors -
 2  3  4  - Pg  
Rockwall Detail -
 2  3  4  - Pg  
2 Point Clipping -
 2  3  4  - Pg  
Phong Shading -
 2  3  - Pg  
Triggerable Shaders -
RTCW Scripting -
Scripted Doors -
Basic Lift -
Advanced Lift -
Cooking -
Apple Crumble -
Links 
Places -
Func_Msgboard -
Gamasutra -
Lost Garden -
..::Lvl Maps -
Obsessive Pixel -
Strange Design -
Tigsource -
What Games Are -
People -
Ken Beyer -
Chad Bordwell -
Matthew Breit -
Daniel Cook -
Andrew Dunn -
Ford Dye -
Mark Fry -
John Fitzgibbons -
Garth Hendy -
Robert Hodri -
Fred Hooper -
Tadhg Kelly -
Mark Kilborn -
Steven Krzanich -
Nikolai Mochilchock -
Joel McDonald -
Randy Reddig -
Fabien Sanglard -
Benoit Stordeur -
Simon Strange -
Eric Testroete -
Tom Waters -
Andrew Weldon -
Pat Williams -
Personal Info -
LinkedIn -
Moby Games -
GiantBomb -
Garage Games -
Newsground -
Game Artisan -
Tumblr Blog -
RSS Feed -
Archive 
2012 - 2011 -
2010 - 2009 -
2008 - 2007 -
2006 - 2005 -
2004 - 2003 -
2002 - 2001 -
Firefox RSS Feed Valid HTML 4.01 Transitional
Mememe