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Author Topic: Making a marsh  (Read 3848 times)

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agracier

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Re: Making a marsh
« Reply #12 on: February 17, 2022, 01:59:31 PM »

😱😱😱Wow an amazing job 🤩

In all honesty it was a bit of serendipity. Without deliberately trying I stumbled onto this while looking for good textures. It started out as a desert map first ... ha ha.

But now to pinpoint the correct RGB value to for the water/land map so it can be reproduced on other maps. Getting the right textures will also be necessary. This is a temperate marsh but some maps require more 'arid' looking marshes in coastal regions of desert countries.

We'll see how it works out.
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WxTech

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Re: Making a marsh
« Reply #13 on: February 17, 2022, 04:18:20 PM »

What aspect of the overlying texture causes parts to remain opaque while others allow the water to be seen?

If a texture has a coarser pattern, will this result in similarly coarser, 'blockier' pattern of opaque and transparent bits?
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agracier

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Re: Making a marsh
« Reply #14 on: February 17, 2022, 04:20:08 PM »

I managed to replicate the marsh look.

It seems that areas on the water/land My_mapC need to be painted with greyscale RGB values of 126, with a deviation of not more than a few RGB values up or down.

Then the corresponding areas on the terrain map, map_t need to be covered with water RGB 30.

Not all textures assigned to water RGB 30 will give good results though.
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WxTech

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Re: Making a marsh
« Reply #15 on: February 17, 2022, 04:20:52 PM »

I note that my boosted Sun reflection off water texture makes the specular reflection for these marshy areas more easily seen.
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agracier

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Re: Making a marsh
« Reply #16 on: February 17, 2022, 04:24:41 PM »

What aspect of the overlying texture causes parts to remain opaque while others allow the water to be seen?

If a texture has a coarser pattern, will this result in similarly coarser, 'blockier' pattern of opaque and transparent bits?

Seems we posted at the same time ...

Anyway, so far I found the correct RGB value for my_mapc, but as for the texture assigned to the water RGB slot, I've tried two so far but only the original one I used in the map -  Spain_2048_Mozam_Arid_01.tga - seems to give the desired watery/half submerged effect.

I don't know why yet. There is in any case nothing out of the ordinary that I applied to this particular texture. It was made like all the others I've ever made.

I'll try some others with a somewhat similar look and see how that works out ...
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WxTech

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Re: Making a marsh
« Reply #17 on: February 17, 2022, 04:26:29 PM »

I wonder if the texture for RGB 30 must have a certain range in tonality? All white or all black could result in all opaque or all transparent, for instance. A brightness of 127 in RGB 30's texture might be the cutoff between opaque/transparent. Or it could be a variable that depends on the particular greyscale value of map_c that is underlying.
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agracier

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Re: Making a marsh
« Reply #18 on: February 17, 2022, 04:30:16 PM »

I wonder if the texture for RGB 30 must have a certain range in tonality? All white or all black could result in all opaque or all transparent, for instance. A brightness of 127 in RGB 30's texture might be the cutoff between opaque/transparent. Or it could be a variable that depends on the particular greyscale value of map_c that is underlying.

The other texture I tried for water RGB 30, had less pronounced color differences between the greenish and brownish color ranges. I'm surmising at this point that color contrasts might be a factor involved. I'll try out a few more and see how they work out.
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