I’ve read a number of previous posts on texturing terrain and I still can’t get my head around certain aspects. Here’s what I want to do:
I have terrain constructed of triangle meshes, based on a height map. For any given triangle in the mesh, I want to assign a texture based on a combination of the elevations of each vertex and the “slope” of the triangle. That is, if the triangle has a shallow or flat “slope”, I’d assign either a grass texture for a low elevation triangle, or a snow texture for a high altitude triangle. If a triangle’s slope is very steep, I’d assign a rock texture. In between slopes might get dirt, sand, or other interesting textires. Get the idea?
I can certainly do what I propose, but I expect what I’ll get won’t make me happy. I expect I’ll get hard edges on the triangles when the textures assigned to two adjacent triangles are different. I’d like a smooth transition between the textures. How is that done?
And when people refer to “detail” textures on base textures, and splatting, what do they mean?
If it makes any difference, I’m using Java3D.
-Tab