Texture Bombing - Single Texture

Description

Tileable textures work for some jobs, but sometimes you need your surface to appear seamless, especially when you have expansive scenes of natural elements like grass, stone and sand. That's when texture replicators come in handy.  

Instead of tiling an image across a plane, the texture replicators new to modo 601 allows you to place a small copy of the image at each vertex. From there you can randomly scale, rotate and blend them to make the surface appear seamless.

Here is a simple example that will hopefully get you on the right path, however if it doesn't address all of your questions, maybe the video links below will.

Preparation

It's assumed that you already have your terrain or whatever mesh item you wish to apply your texture to.

Step-by-Step

    Apply texture
    • Select your mesh, apply a material.
    • With the material selected> Add Layer > Image Map > Load Image of your grass, dirt or other preferred texture.
    Correct Gamma
    • Under > Properties > Texture Layers > Gamma, divide the gamma 1.0 by 2.2 = .4546
    Adjust Gamma
    Increase Wrap
    • Under > Properties > Texture Locator > Projection, increase both Horizontal & Vertical Wraps so that they appear tiled. Try 10 x 10 (but it really depends on the texture you are using)
    • Note: Make sure you have the Render Preview Window open, as texture replicators do not show up in the Open GL viewport.
    Texture Replicator
    • Under > Properties > Texture Locator > Texture Replicator > Particle Source, select the mesh item you wish to apply the image map to.
    • Increase the Particle Size so that each image is almost touching
    • Adjust the Falloff Bias and Gain so that the mess is totally and evenly covered.
    • Adjust the Random Size, Rotation and Random Rotation as required.
    Texture Replicator settings

Source

James has recorded two videos on Texture Replicators. The first shows how to make a seamless grass plane, and the second explains texture bombing where you use multiple texture images under a single material.

Author  

MutantPixel (James Darknell)

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