can you help me? I’ve got a problem for a small game project. I want to model spherical planets. Think Mario Galaxy These planets will have mountains and so on. The model is just an icosphere, and I’ve used the sculpt tool for my mountain ranges - so far, so good.
I’d like to use blender to texture my planet based on the slope of my terrain. That texture should at least fade between grass and stone textures: Steep areas should get the rocky texture. To achieve this effect, I’ve followed David Miller’s instructions: http://vimeo.com/28922937 - and it works fine.
However, that only works on a plane. The technique described in that video uses the vertex normals to determine the texture color; however, as far as I can work it out, it only looks at the normal angle relative to world coordinates. That means it does not work on a sphere, as p.e. the equator will always be rocky.
Now, the obvious solution would be to use the normal angle relative to the object center. Is that possible somehow? If not, is there another technique I could use for the desired effect?
Another solution I’ve thought of: Can I use the length of the adjacent edges somehow as input values for the color mask? On an icosphere, the edges will be longer if I pull vertices upwards. Combined with the stencil stuff from the video, that would give me the desired effect.
I’m no expert with blender, but eager to learn. I’d be glad if anyone has a suggestion for me, thanks in advance!