Texture on displacement
Quote from d401tq on July 20, 2012, 8:19 pmI attach an example to illustrate my query.
Why is it that textures change so dramatically when applied to a displacement, as opposed to a brush? Is there a way to avoid this happening?
I can understand that the shading of the texture would change according to the shape, but it seems that something more artificial is occurring, e.g. in the attached image we see the 'grid' of the texture dramatically more pronounced.
Sorry if this is an obvious question - I tried searching to no avail.
I attach an example to illustrate my query.
Why is it that textures change so dramatically when applied to a displacement, as opposed to a brush? Is there a way to avoid this happening?
I can understand that the shading of the texture would change according to the shape, but it seems that something more artificial is occurring, e.g. in the attached image we see the 'grid' of the texture dramatically more pronounced.
Sorry if this is an obvious question - I tried searching to no avail.

Quote from ChickenMobile on July 20, 2012, 9:57 pmUse a decal/overlay not a custom texture to apply on a displacement. Any texture ready to place on a displacement should start with nature/ or have 'blend' in it.
Use a decal/overlay not a custom texture to apply on a displacement. Any texture ready to place on a displacement should start with nature/ or have 'blend' in it.
Quote from d401tq on July 21, 2012, 12:01 pmThanks for the reply, however the texture I am using is in fact 'nature/blendwhitefloor_dirt01'.
On compiling I do see the error:
Patching WVT material: maps/mapname/nature/blendwhitefloor_dirt01_wvt_patch
Thanks for the reply, however the texture I am using is in fact 'nature/blendwhitefloor_dirt01'.
On compiling I do see the error:
Patching WVT material: maps/mapname/nature/blendwhitefloor_dirt01_wvt_patch
Quote from Lpfreaky90 on July 21, 2012, 1:39 pmblend textures consist of two parts: if you use the texture normally you have texture #1, if you're using a displacement you're using #2.
Changing the alpha will calculate a blended version of texture one and two. Fiddle around with this a bit and you can make it look really nice.
If you just want the normal texture invert alpha should work!
blend textures consist of two parts: if you use the texture normally you have texture #1, if you're using a displacement you're using #2.
Changing the alpha will calculate a blended version of texture one and two. Fiddle around with this a bit and you can make it look really nice.
If you just want the normal texture invert alpha should work!
Quote from d401tq on July 21, 2012, 9:41 pmThanks for the reply. I want it to look the same as the surrounding (non-displacement) texture, so I tried inverting the alpha. However, this had the following effect: (!)
Thanks for the reply. I want it to look the same as the surrounding (non-displacement) texture, so I tried inverting the alpha. However, this had the following effect: (!)
Quote from d401tq on July 22, 2012, 1:07 pmManaged to solve this by actually doing the opposite of what was suggested - by *not* using a texture with 'nature' or 'blend' in, it actually looks correct.
Managed to solve this by actually doing the opposite of what was suggested - by *not* using a texture with 'nature' or 'blend' in, it actually looks correct.