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Pbr terrain improvement #4972

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merged 6 commits into from
Jun 2, 2023
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BlackYps
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Instead of layering two textures at different scales we now sample at the same scale but with two different rotations. Then we blend between them with a relatively sharp transition to make the visual texture repetition go away.

Screenshot 2023-05-26 211430
Screenshot 2023-05-27 140856
Screenshot 2023-05-27 141439
Screenshot 2023-05-27 141228

@BlackYps BlackYps added the area: graphics Anything Related to the Game Graphics label May 27, 2023
@Garanas
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Garanas commented May 27, 2023

There's a tiling / square-like pattern when you're zoomed out:

image

@BlackYps
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BlackYps commented May 27, 2023

It looks like that is because the textures in the atlas are bleeding into each other. This will be tricky to get rid of

@Garanas
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Garanas commented May 27, 2023

image

Ah, I see now

@BlackYps
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We can fix the bleeding once and for all if we have some texture space to spare. If we repeat each texture once, so we have a 2x2 layout of each texture and then only sample the middle, we have enough padding. Of course this doubles the texture size

@BlackYps
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I'll take the atlas bleeding issues to a separate pull request

@BlackYps BlackYps requested a review from Garanas June 1, 2023 17:46
@BlackYps BlackYps merged commit 6191eb3 into deploy/fafdevelop Jun 2, 2023
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@BlackYps BlackYps deleted the pbr-terrain-improvement branch June 2, 2023 11:17
@Garanas Garanas added this to the Development iteration II milestone Jun 24, 2023
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