Procedural Textures

For Descent, Descent II and Descent3 level editing and modification assistance.
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Theftbot
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Procedural Textures

Post by Theftbot » Mon Nov 19, 2007 12:18 am

Just imagine if a descent variant had procedural textures. Benefits are:
1-Way smallet texture/action size
2-Almost Infinite resolution
3-Easily viewable detail
4-Special Effects
5-You can even apply procedural effects to the old 64X64 descent textures to increase the detail and make them look better.:)

Procedural Textures: Gaming's Future
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Sirius
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Post by Sirius » Mon Nov 19, 2007 6:26 am

Descent 3 has some extent of procedural textures, but they are relatively limited in capability.

Procedural textures are also not fast, but there are ways to accelerate them, albeit I imagine at the expense of filesize.
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Post by Duper » Mon Nov 19, 2007 11:24 am

true, but \"size\" is kinda considered a non-issue these days. That is a pretty sick lookin picture. Absolutely amazing! rendering that in real time is a ways off and several thousand dollars in the ol' box! ;)

however, the artist needs to learn what busted tile looks like. The edges are a bit too smooth and rounded. Looks cool though.
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Post by Kyouryuu » Tue Nov 20, 2007 12:41 pm

I think procedural textures are definitely something to look at in cases where space is at a premium. It worked well on Roboblitz because that was back when Microsoft had the 50 MB cap on games, and making a 50 MB Unreal Engine 3 game is extremely non-trivial, let me tell you! It may also come to work quite well on the large, sandbox games like GTA where there are huge limitations on how much detail any one object can have since you are rendering an entire city.

It's not going to take off, though, although some middleware developer comes out with a solution that emphasizes speed and most importantly ease of creation. Math scares most artists and most sane people. :)
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Re:

Post by Duper » Tue Nov 20, 2007 4:55 pm

Kyouryuu wrote: Math scares most artists and most sane people. :)
gee.. where does that leave Lothar? :lol:
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Re:

Post by MD-2389 » Tue Nov 20, 2007 7:04 pm

Duper wrote:
Kyouryuu wrote: Math scares most artists and most sane people. :)
gee.. where does that leave Lothar? :lol:
The looney bin. ;)
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Post by Sirius » Wed Nov 21, 2007 4:51 am

Just like me, I guess.
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Post by heftig » Wed Nov 21, 2007 2:39 pm

Farbrausch's \"fr-041: debris\" demo is the best demo using procedural textures I have seen so far.

Compare the size of the demo to the detail it shows. :o

http://www.theprodukkt.com/debris

They also made a small FPS game using the same engine.

http://www.theprodukkt.com/kkrieger
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