I just found this awesome terrain texturing method, I basically understand what’s going on, but I don’t know how to apply it.
I’m talking about this method:
You can downlaod the file on the author’s blog at: http://blog.mikepan.com/post/26950891126/procedural-terrain
Unfortunately, there are many things I don’t understand:
When I open the file, I can’t even texture paint, I get an error message on the texture paint tab saying:
“Missing Texture slot”
I really don’t know how to apply that node system and these textures that include 3 common textures at once.
The file includes two textures: Combined.tga and Mask.tga
Apparently the combined.tga includes the dirt, grass and rock texture which each one of them is stored in one color channel (R,G,B)
–> But if each texture is only stored as one color, how can it be reproduced as a fully colored texture (the dirt isn’t only red, grass not only green etc)? The author says that every single texture is saved as a grayscale texture, but how come that it is shown in the painted texture as a fully colored texture? Is it due to the color in the node?
I don’t understand how these textures are generated. How can I create the combined and mask.tga textures?
I have photoshop but I have no idea how to store a fully colored texture into one color channel. Furthermore, I have no clue how the mask.tga texture is generated at all… Is it generated automatically in blender while texture painting? I don’t understand how the gradient map is generated. The aim of this method is texture painting the landscape. Apparently the gradient map is used to determine how much of each texture is used. But isn’t that the goal of texture painting itself? To determine where each texture is displayed? So while I’m texture painting, will the gradient map be created automatically?
If I wanted to include let’s say a 4th texture, eg. a sand texture, would that be possible? or is this method limited to 3 textures because of the RGB storing?
And how could I include a normal map? Would I have to ditch one of the mask.tga textures (eg. normal map instead of ambient occlusion)? Is it even possible with this method to use a normalmap?
In the node editor there’s a node called “Detail map”.
I never heard of a detail map before. What is it used for and why is he using the combined.tga texture for that?
Sorry for all these questions but this is a topic in which I don’t have enough knowledge to help myself out.
Thanks a lot for your responses!