Triplanar Texturing Terrains in Blitz3D

👉 BlitzCoder will be building a new platform and other plans to preserve and continue the Blitz legacy.

To be able to achieve this goal, we need your support by becoming a Patreon Paid Member 👈


Tweet blitz3d tutorials

I figured one method where this would be much easier as expected and does not require any complex code in applying triplanar texture maps:

..since it's been demonstrated that you can do a lot of textures in alpha map splatting, you can just create a weight or texture scale map where there are areas higher than normal and just apply a texture scale ratio depending on the height.

For a more optimized approach, your alpha maps can also be configured already as separate texture regions, ex (cliff1 textures scale x=1, y=.5, etc.)

still a concept probably a demo is in the works..


Reply To Topic (minimum 10 characters)

Please log in to reply