Breaking up tiling with Decals

Up to this point, you might have noticed that the terrain texturing can look a bit poor with the amount of tiling that may be seen. In this recipe, we will explore how you can break up some of the terrain tiling with Decals.

Getting ready

  • Before we begin, you must have Sandbox 3 open
  • Then open My_Level.cry
  • Complete the Terrain Texture setup recipe

How to do it...

  1. From the RollupBar, open the Objects tab.
  2. Click the Misc button.
  3. Select Decal.
  4. Align the Decal to your terrain and place it down in an area with a lot of tiling.
  5. From the Decal properties, click MTL (or bring up the material editor).
  6. Find Materials | decals | ground_crack_a.
  7. Apply the material to the Decal.
    How to do it...

How it works...

Decals are simple texture planes that can be projected against both terrain and objects (such as the Road tool).

There's more...

Here is some additional information about the Decals and what parameters can be set.

Decal parameters

  • ProjectionType:
    • 0 = Planar
    • 1 = Projects on static objects (Brushes)
    • 2 = Projects on Terrain
    • 3 = Projects on both static objects and Terrain
  • Deferred: Uses screen space calculation instead (better on performance, but may not look as good)
  • ViewDistRatio: Distance Ratio in which the Decal is seen based on the size of the decal
  • SortPriority: The priority of which projected texture should be displayed on the top (roads match this priority range)

Decals can have their unique position, rotation, and scale

Decals can have their own position, rotation, and scale, just like brushes.

See also

  • The Road tool recipe
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