Author Topic: Rendering splat maps in other 3D software  (Read 440 times)

Dalags

  • Posts: 71
Hi all, I want to produce some rendered images of my tracks in other 3D software.
However on many surfaces I'm using a splatmap/blendmap, and the only way I know of viewing geometry with the splatmap textures applied is through Wreckfest.
Is there a way to view the splatmaps through 3DS Max (or Unity/Unreal/Keyshot etc), or a way to render out a splatmap with tiling as it'd appear ingame at a high enough quality to cover the entire scene?

Thanks,
Mark

The Very End

  • *
  • *
  • Posts: 2475
You mean veiwing the splatmap with textures applied to it instead of r/g/b?
If so, would like to know myself :)

Dalags

  • Posts: 71
Yep that's what I mean.
The only solution I can think of would be rendering out top views of each texture in 3Ds Max with tiling applied, to an image of a massive resolution (to keep the detail), then using Photoshop to merge all three, inversing selections to delete each part, then mapping it onto the geometry. But that's not really practical for scenes with a large amount of textures used.
It looks like Unity uses RGB Splatmaps for terrain, but I'm not too familiar with the software.