使无缝高度贴图的球体(行星) [英] make seamless height-map texture for sphere (planet)

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问题描述

我试图产生高度的地图为球形行星柏林噪声。我怎样才能使它无缝左/右的边界?我平滑高度图在电线杆,但不明白我怎么能环左右。

这是我的纹理看起来很喜欢现在:

高度图

解决方案
  1. 镜像(以y轴)

    这是伟大的制作无缝背景纹理。但正如你所提到的质感的不得包含不同的模式,否则这将是显而易见的。这可以被用作纹理发电机开始点

    镜由Y

  2. 变形

    有矢量和光栅摇身一变那里取决于图像的内容。你可以尝试使用线性内插法做了简单的栅格变形(如果分辨率是相同的这是你的情况),但是这可以使纹理模糊,它可以是令人不安的一些图片。对于初学者来说,你可以尝试变身质感和镜面在一起:

    这是余弦的重量分配(50%:50%,两侧和100%:中间0%):

    栅格插值变身 href="http://i.stack.imgur.com/XTRCW.png" rel="nofollow">

    这是的重量分配(50%:50%):

    输入图像的描述在这里 href="http://i.stack.imgur.com/fbViB.png" rel="nofollow">

  3. 调整质感发电机

    您可以调整当前的纹理生成呈现无缝

    1. 创建/使用无缝纹理背景
    2. (按#1,#2甚至#3中创建)
    3. 添加随机数的随机特征与环形X轴

      • 因此,如果 X 从离开它就会从右边走......
      • 走出去
      • X'= X%XS ,其中 XS 质感的X分辨率

I'm trying to generate height-map for spherical planet with perlin noise. How can I make it with seamless left/right borders? I smoothed heightmap in poles, but cannot understand how can I loop left and right sides.

This is how my textures look liked for now:

解决方案

  1. Mirroring (by y-axis)

    This is great for making seamless background textures. But as you mentioned the texture must not contain distinct patterns otherwise it would be obvious. This can be used as a start point for texture generator

  2. Morphing

    There are vector and raster morphs out there depend on the content of image. You can try to use simple raster morph done by Linear interpolation (if resolution is the same which is your case) but this can make the texture blurry which can be disturbing on some images. For starters you can try to morph texture and its mirror together:

    This is cosine weight distribution (50%:50% on sides and 100%:0% in the middle):

    This is constant weight distribution (50%:50%):

  3. adjusted texture generators

    You can adjust your current texture generator to render seamlessly

    1. create/use seamless texture background (created by #1,#2 or even #3)
    2. add random number of random features with looped x axis

      • so if x is going out from the left it will go in from the right ...
      • x' = x%xs where xs is texture x-resolution

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