YATT TEXTURE MAP RULES
Posted: Wed May 14, 2008 2:43 pm
Based on using the height map for textures. Most work as described, use as a guide only with no gaurantees. I made this because I got tired of waiting for one to be done. No so good for colour maps.
Absolutes work best, use with Prefer last texture option
1.0 = BASE COLOUR
[ABSOLUTES]
SLOPE/HEIGHT = paints high fields where height = slope
HEIGHT/SLOPE = opposite of above
(x-SLOPE)/HEIGHT = paints all but the highest slopes where x=1 only the lowest flats where x=0.1
SLOPE/(X-HEIGHT) = Excellent for painting hills slopes or edges of mesas where x=1, avoids high slopes and paints flat and low areas where x=0.1
(HEIGHT<x)/SLOPE = possibly good for light low scatter of grass or gravel where x=1, favors low flats, avoids slopes and high flat areas where x=0.1
(HEIGHT>x)/SLOPE = Where X=1, all black. Covers slopes and high flats, fading towards bottom of slopes where x=0.1
(SLOPE>x)/HEIGHT = Acts the same as(HEIGHT>x)/SLOPE, except avoids high flats where x=0.1
(SLOPE<x)/HEIGHT= Where X=1, all white. Where x=0.1 avoids steep slopes, favors low, slightly sloping areas
[SHADES]
SLOPE * x = Shades the slope directly proportional to it's steepness where x=1, shades only steeper slopes, with less intensity as x approaches 0.1
HEIGHT * x = where x=1, the higher the area the more it is shaded,
INPUT * x = shades in proportion to the height map lightening to x=0.1
(SLOPE >x) * HEIGHT = Gently shades steep slopes where x=0.1, X=1, all black
(SLOPE <x) * HEIGHT = Gently shades steep slopes where x=1, increasing as X approaches 0.1
(HEIGHT <x) * SLOPE = Excellent shader where X=1, shades more darkly the steeper the slope, avoids flats
(HEIGHT >x) * SLOPE = All black where X=1, Shades tops of slopes, avlids bottoms of hiLLS and flat areas where x=0.1
HEIGHT/(x-SLOPE) = Shades the steepest slopes very darkly, dimishing with decreasing slope where x=1. Darkly shades the lowest sloping areas, avoiding sttep slopes where X=0.1
(x-HEIGHT)/SLOPE = Darkly shades everything except low sloping areas where x=1. Excellent for shading lowlands with bumps for mottled effect, totally avoids high steep slopes where x=0.1
[USELESS]
SLOPE * HEIGHT
Example
1. 1.0-TT_GG_Grass_13
2.(SLOPE<0.03)/HEIGHT-TT_GG_Grass_01
3.(HEIGHT<0.05)/SLOPE- TT_GM_Mud_02
4.SLOPE/(0.4-HEIGHT) -TT_GR_Rocky_05
5.SLOPE/(1-HEIGHT) - TT_GR_Cliff_08
Absolutes work best, use with Prefer last texture option
1.0 = BASE COLOUR
[ABSOLUTES]
SLOPE/HEIGHT = paints high fields where height = slope
HEIGHT/SLOPE = opposite of above
(x-SLOPE)/HEIGHT = paints all but the highest slopes where x=1 only the lowest flats where x=0.1
SLOPE/(X-HEIGHT) = Excellent for painting hills slopes or edges of mesas where x=1, avoids high slopes and paints flat and low areas where x=0.1
(HEIGHT<x)/SLOPE = possibly good for light low scatter of grass or gravel where x=1, favors low flats, avoids slopes and high flat areas where x=0.1
(HEIGHT>x)/SLOPE = Where X=1, all black. Covers slopes and high flats, fading towards bottom of slopes where x=0.1
(SLOPE>x)/HEIGHT = Acts the same as(HEIGHT>x)/SLOPE, except avoids high flats where x=0.1
(SLOPE<x)/HEIGHT= Where X=1, all white. Where x=0.1 avoids steep slopes, favors low, slightly sloping areas
[SHADES]
SLOPE * x = Shades the slope directly proportional to it's steepness where x=1, shades only steeper slopes, with less intensity as x approaches 0.1
HEIGHT * x = where x=1, the higher the area the more it is shaded,
INPUT * x = shades in proportion to the height map lightening to x=0.1
(SLOPE >x) * HEIGHT = Gently shades steep slopes where x=0.1, X=1, all black
(SLOPE <x) * HEIGHT = Gently shades steep slopes where x=1, increasing as X approaches 0.1
(HEIGHT <x) * SLOPE = Excellent shader where X=1, shades more darkly the steeper the slope, avoids flats
(HEIGHT >x) * SLOPE = All black where X=1, Shades tops of slopes, avlids bottoms of hiLLS and flat areas where x=0.1
HEIGHT/(x-SLOPE) = Shades the steepest slopes very darkly, dimishing with decreasing slope where x=1. Darkly shades the lowest sloping areas, avoiding sttep slopes where X=0.1
(x-HEIGHT)/SLOPE = Darkly shades everything except low sloping areas where x=1. Excellent for shading lowlands with bumps for mottled effect, totally avoids high steep slopes where x=0.1
[USELESS]
SLOPE * HEIGHT
Example
1. 1.0-TT_GG_Grass_13
2.(SLOPE<0.03)/HEIGHT-TT_GG_Grass_01
3.(HEIGHT<0.05)/SLOPE- TT_GM_Mud_02
4.SLOPE/(0.4-HEIGHT) -TT_GR_Rocky_05
5.SLOPE/(1-HEIGHT) - TT_GR_Cliff_08