Mapdev:splatdetailnormals
Detail Normal Texture Splatting (DNTS)
This extends the existing functionality of SSMF splatted detail textures Mapdev:splatdetail, with the option of specifying 4 different (normal map + greyscale diffuse map) detail textures.
Splatted detail textures only allowed grayscale textures to be overlayed on the map, while DNTS also allows normal maps as well.
Instead of creating a combined detail texture of 4 different single-channel diffuse detail textures stored in a single RGBA image, it uses four separate normal textures.
The textures must contain the normal maps in the RGB channel (standard normal maps), with a diffuse luminance in the alpha channel.
The system uses the same splatDistributionTexture as regular SSMF.
Distribution Image
| File Location | ./maps/ |
|---|---|
| File Format | PNG, TGA, DDS |
| Colour Depth | 8bpp |
| Channels | RGBA |
| Resolution | Any, recommended powers of two, will be stretched over the terrain. |
The RGBA Channels are individual greyscale distribution maps which define which detail textures to splat onto the ground. The intensity of the splatted textures is multipled by the pixel values for the corresponding channels.
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| Detail Distribution maps | Combined Result |
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Detail Normal Textures
| File Location | ./maps/ |
|---|---|
| File Format | PNG, TGA, DDS |
| Colour Depth | 8bpp |
| Channels | RGB for normal maps only, RGBA for normal map + diffuse map in alpha channel |
| Resolution | Any, recommended powers of two, will be tiled over the terrain. |
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| Normal texture in RGB channel | greyscale diffuse in ALPHA channel |
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Usage: Specify splatDetailNormalTex1 .. splatDetailNormalTex4 in the MAP resources section. splatDetailTex will be unused if the above are present. specify splatDetailNormalDiffuseAlpha=1 to enable diffuse textures stored in alpha channels




