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Question by yvincent · May 08, 2014 at 08:06 AM · multiple textures

How to texture a mesh with multiple satellite pictures

Hi,

Using Unity 4.3, I'm trying to load a huge mesh and texture it with multiple satellite images.

My first issue was to generate correctly the mesh from my internal file format but the number of vertices was too big (limited to 65000). So I did an algorithm to split this mesh into several smaller meshes. This is working fine.

Now, I would like to use a satellite image to texture my meshes. My image is huge (30000x16000 pixels). So I used ImageMagick to get 40 tiles of 4096x4096 pixels. However, I don't see how to use them as textures.

  • I thought of creating a shader with 40 textures as parameter (?) and translating the uv to the correct texture.

  • Or using a 3Dtexture (4096x4096x40) as sort of texture array?

What is the good practice for this kind of problem? How can I deal with huge satellite picture as texture?

Thanks a lot.

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avatar image nastasache · May 08, 2014 at 10:35 AM 0
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Just few things. Satellite images are 2D projections. Is difficult to translate these to 3D meshes / terrains unwraping messhes to the textures; on angular planes textures will be deformed anyway due the 2D (top only) projection. In my opinion, you are closed to the technical solution: create 256x256 (or even 127x127) tiles meshes (or terrains) and split images by 4096x4096 pixels accordingly with these meshes geolocation; then simple assign textures to the meshes (terrains) in editor, on regular way. You can automatize your work by a script, loading textures using Resources.Load() by the name of messhes/terrains. Note I have created a very large terrain using ASTER data but I didn't used satellite images due the scale required when walk on terrain (ie 30m = 1 pixel) which make the environment looks good only at high altitude over the terrain. At terrain level, whatever bigger are satellite pictures, all looks ugly, satellite pictures are not bigger enough to create real world terrains with.

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