@simondev758
  @simondev758
SimonDev | 3D World Generation: #5 (Texturing): Triplanar Mapping/Infinite Splatting/Blending/Bombing @simondev758 | Uploaded May 2020 | Updated October 2024, 4 days ago.
We tackle texturing our procedural worlds using a variety of techniques that you can mix and match for whatever suits your project.

This is the 5th in a series of 3D world generation tutorials. In the previous tutorial we covered planetary level-of-detail, and in this project we'll build on that with some nice texturing strategies to give the overall look some improvement.

This is by no means an exhaustive list of all the possible things you could do, but it'll definitely get you started for your own projects, especially if you're doing a lot of procedural generation.

Full source code for the project is available, so if you're interested in fiddling with the code, screwing around with it, or improving it.

Github: github.com/simondevyoutube

Inigo's Website: iquilezles.org/www/articles/texturerepetition/texturerepetition.htm
Gamasutra: gamasutra.com/blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php
Triplanar Normals: medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a
No Man's Sky: youtube.com/watch?v=e5d5Mo-Gw_U
Horizon: Zero Dawn: youtube.com/watch?v=Fyj974PdGIU
3D World Generation: #5 (Texturing): Triplanar Mapping/Infinite Splatting/Blending/BombingThe ONE Texture Every Game NEEDS3D Mesh Generation, Gaps, and Stitching (3D World Generation #10)Spatial Hash Grids & Tales from Game Development

3D World Generation: #5 (Texturing): Triplanar Mapping/Infinite Splatting/Blending/Bombing @simondev758

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