Author Topic: opasity on textures  (Read 613 times)

Offline Nr_RaVeN

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opasity on textures
« on: March 18, 2011, 04:33:45 PM »
Hey all ..question

Im noticing on my textures that were two textures merge on the terrain the opacity thins out and it looks hokey..

 Even at the smallest brush setting I'm not getting sharp delineation were need it, any trick to resolving this issue?? do I place trees or vegetation over these areas or is there a way to fix  this W/o adding more to the terrain??
Thanks
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Offline USRanger

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Re: opasity on textures
« Reply #1 on: March 18, 2011, 04:57:44 PM »
In the texture selection box, you can check the Blend Two Types box and select the two textures that you want to blend and paint along the merge line of the textures with this new blended texture to make the blend together.  Or is this what you are talking about?
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Offline Nr_RaVeN

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Re: opasity on textures
« Reply #2 on: March 18, 2011, 05:22:36 PM »
Thanks Ranger
Yes ..

But its not really blending so well when I do that.
 I can see hints of each texture so its coming off as "muddy" were the blend of two transitioning.
Perhaps my expectations are to high or I'm being to picky.
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Offline MachNix

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Re: opasity on textures
« Reply #3 on: March 18, 2011, 06:51:39 PM »
I assume you are making your own texture and have complete control.  If you have some detail like a pile of rocks or a dirt path that you want to remain clean across the transition, put the same pile of rocks or dirt path in the same location on both textures.  The pixels that are the same in both textures will not get muddied up at the transitions -- if that is the problem you are describing.

GL

Offline Nr_RaVeN

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Re: opasity on textures
« Reply #4 on: March 18, 2011, 08:02:01 PM »
Ahhhaa... ok I think that may be the trick I'm on it. Thank you ill report back  :salute
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Offline Nr_RaVeN

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Re: opasity on textures
« Reply #5 on: March 19, 2011, 09:13:11 AM »
No joy..
To much variation thoughout the terrain.
This issue must simply be a limitation of the TE.   Looks like the brush in the TE is set to feather out several pixels, with is good in most cases just not for the specific Laval of detail I'm striving for in this instance..
Ill have to live with it or eliminate it and tray a different angel of attack.. :aok
Life is short. PLAY HARD...

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