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[编辑器/功能拓展] MicroSplat - Texture Clusters 3.5 纹理

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发表于 2023-3-7 14:14:04 | 显示全部楼层 |阅读模式



While Unity Terrain is limited to 32 control textures, Texture Clustering turns each control texture into 3 textures which are height blended together and varied by noise. This creates a complex and procedural surface which doesn't show tiling artifacts, and can have more variation than a standard texture. You can also use 3 smaller textures instead of one larger one, increasing quality and saving memory at the same time.

The new Stochastic mode allows for a texture cluster look without needing additional textures. While using multiple textures can produce a superior look, this mode doesn't require the extra memory or authoring of textures- simply turn it on and it will generate variations on your texture in the shader

When multiple textures are clustered, easily control the noise function with a small texture, and control the blending between the clustered textures separately from the main blending. Per Texture controls are available for each control texture, allowing you to fully parameterize each cluster to get the maximum quality.

Don't be limited to repeating textures, use texture clusters to make complex surfaces which never repeat, or create greater variety across your terrain by blowing past the 32 texture limit in Unity



当Unity Terrain被限制为32个控制纹理时,纹理集群将每个控制纹理转换为3个纹理,这些纹理的高度混合在一起并根据噪声变化。这创建了一个复杂的程序表面,不显示平铺工件,可以有比标准纹理更多的变化。你也可以使用3个较小的纹理而不是一个较大的纹理,同时提高质量和节省内存。

新的随机模式允许纹理集群看起来不需要额外的纹理。虽然使用多个纹理可以产生更好的外观,但这种模式不需要额外的内存或纹理创作-只需打开它,它就会在着色器中生成纹理的变化

当多个纹理聚类时,可以轻松地用一个小纹理控制噪声函数,并从主混合中单独控制聚类纹理之间的混合。每个纹理控件都可用于每个控件纹理,允许您完全参数化每个集群以获得最大质量。

不要局限于重复纹理,使用纹理集群来制作从不重复的复杂表面,或者在Unity中通过超过32个纹理限制来创建更丰富的地形



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