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Asked By
Favkis
I’ve made terrain, how do I paint it so that it can be exported to godot?
I can paint rocks/grass/pathwalks on polygons themselves and make them materials, then I’ll have terrain model with 3 strict materials and it’ll work in godot, however, that completely removes my ability to make pathwalks blend into grass and grass blend into rocks.
Example picture because I haven’t painted mine yet because I don’t know the correct way to do it, but the idea is this:
I can paint them in blender using masks and stuff, and have this result, how do I convert it to godot? Or is there a way to import in godot already with masks, or is there any way in godot itself to make it?
Another way could be baking whole texture map into single texture, but that’s out of question because it’ll require some insane texture dimentions like 64000x64000 px
that depends. a terrain needs a UV map, the UV map determines how the texture will work with the mesh.
you can do one of two things:
1 - paint a mask with colors corresponding to different areas of the terrain. for this it makes sense to have two UVs, one for a single texture used as a mask, and one for correct unwrapping of the texture tiling, to prevent ugly deformations of the texture.
you will however need a shader to blend a number of textures using the mask.
an alternative is to use a single UV for the mask and generate the UVs for the textures using triplanar mapping. this also requires multiple textures and a custom shader.
2 - megatexturing, the method used by rage, wolfenstein and doom, and preferred for use with terrains. this is however very memory intensive. the advantage is that you use a single texture for diffuse, etc, and can add all sorts of details. but it limits the size of the terrain and the quality.
again, depends on the size and quality. you can make a lower quality megatexture and that would work for a racing or flight simulator game.
64000 textures may seem too big, and the most we can do with modern household hardware is 8k, maybe you can go higher, to 16k or even 32k. with a powerful enough PC and without many additional objects you would be able to run it, computers are many times more powerful than in the time of rage, but memory for a 32k texture will go into the 1gb, and that’s just the diffuse.
that’s why it’s a good idea to achieve some kind of compromise. like an 8k texture (64Mb) or even 16k (256Mb).
if this doesn’t seem like much to you and your PC can run it, go ahead. My PC definitely can’t handle it, I can work on 4k and 8k textures and maybe a bit higher, but maybe yours can.