![]() As the terrain material complexity increases, it can require more processing power to create the texturing used for the texels rendered to the screen. Since terrain is often used for creating large outdoor scenes, it usually covers a substantial amount of the screen area, commonly 50% to 75%. In most cases the visual differences in the texture, such as changes in hue or brightness across the texture, or the presence of specific detail such as a large rock in the center of the texture, can cause the tiling to become more noticeable as you look further out along the camera view. Since textures created for use on terrain are usually of 512x512, 1024x1024 or 2048x2048 resolution, it is difficult to obtain texture mapping across the surface that contains both a wide variety of detail and is free of visual tiling artifacts. ![]() ![]() If the texture UV scale is set large, tiling is often less noticeable and there appears to be more variety in far detail, but the terrain near to the camera usually looks blurry and the detail scale of objects in the texture such as grass or rocks appear larger than real-world. If the texture UV scale is set small, tiling is often very noticeable. The issues with this are that tiling can become more apparent as you look further into the distance, and that a specific size texture can only contain a specific amount of detail and variety, usually the smaller the texture resolution, the more noticeable the tiling and also much less detail. Blades of grass or small rocks should usually be scaled to a similar size of their real-world counterparts. In most cases, the UV scale for textures applied to terrain are adjusted so that the texture style looks relatively accurate for near-field viewing. There are a number of technical and artistic issues that plague level designers when attempting to create a realistic visual representation of a geological terrain style. In most cases there is a tradeoff between these two with current rendering hardware and software, where performance results in low realism, or high visual quality results in a significant performance penalty. There are two major considerations when designing the texturing system for terrain: performance and realistic detail. Please review the appropriate UDN pages if you require further information or if you need to brush up on any of these subjects. terrain design - TerrainMaterials and TerrainLayerSetups.creating and using Materials and the Material Editor.importing Textures and setting Texture properties.what color and grayscale images are and their differences and uses.creating and editing image color channels (RGB) and alpha channel.creating and editing digital images using software such as Adobe PhotoShop.NOTE: This is an advanced tutorial and assumes that you are familiar with the following: This tutorial is divided into sections of increasing complexity that show solutions for various texturing issues. This tutorial will cover a few methods available in Unreal Engine 3 for managing common video game terrain texturing issues, along with methods of improving the quality of terrain texturing and increasing detail. Terrain texturing is an enormous subject with a wide variety of methods and solutions.
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