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Question by toum · Dec 16, 2012 at 11:32 AM · texturetileduvmapping

Mixing UVMapping and Tiled texture using 1 material on 1 mesh

Hey all,

I'm trying to texture a large terrain (using a mesh). On that large mesh i have zone where i don't need precise texturing work. And of course i have zones where the texturing must be very precise: where the player is the mostly.

I was thinking about that solution: - Use UVMapping for zone where the texturing is important and must be precise. - Use tiled texture for zone where i don't care..

But i have one mesh, and then 1 material. For one mesh… How can i mix UVMapping maps and tiled?

I'm not sure of what i'm saying: a specific shader can solve the problem?

Could you show the way and lights to perform this work? Common problems? Then common solutions/articles?

Thanks for help

T

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avatar image ryanmillerca · Dec 16, 2012 at 04:21 PM 0
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does it need to be one mesh? what is the disadvantage to separating them?

avatar image toum · Dec 16, 2012 at 05:42 PM 0
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Thanks for your help. I'm using Raycasting to the ground for my character. I was thinking about 1 mesh to avoid raycast bug when switching between several meshes. I'm probably wrong?

avatar image ryanmillerca · Dec 16, 2012 at 07:00 PM 0
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I'm not familiar with that bug. I would assume if both meshes are in the same RayCast Layer then they would both be properly detected as a hit.

If you do try, could you let me know if this bug exists? I would appreciate confirmation.

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Answer by Jozxyqk · Dec 16, 2012 at 01:54 PM

A texture always needs to be UV-mapped in a sense. Tiling gives implicit UVs which can be generated on the fly. You could use two UV sets for the mesh, but it'd probably be far easier to write a shader to blend a tiled texture with the standard UV mapped one, using scaled object-space X/Z fragment coordinates as the coordinates.

You could also separate the terrain into a high-rez real one and a background-only mesh which is placed underneath the real one. I've seen one of the unity demos do this with multiple unity terrains.

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avatar image toum · Dec 16, 2012 at 05:46 PM 0
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Thank you man for your reply ! I will try to create the shader why strumpy shader editor.

I'm new to shader and it's quite blur for me currently. I will post my WIP with strumpy graph and shader here: for help and help other.

I'm not sure i can separate meshes at the moment.

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Answer by toum · Dec 23, 2012 at 10:32 AM

Dear all. I finnaly got a kind of solution for this. To assure details on all terrain mesh, i created a shader which is able put a mass tiled texture with a blended UVMapped texture for zones where i need specific work. I also included normals map inside for both tiled and UVMap texture. Here is the shader result with associated file.

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The SHADER FILE Here

Tom


basicblendbump.zip (1.2 kB)
tiled_and_uvs_blended_both_bumped.png (242.4 kB)
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