Commissioned Village Map - Texture Artifacts
HadrianVI
Surveyor
Hi
I made a commissioned maps but when rendering in 4k I encountered some artifacts in the textures I've used.
I'm not sure on how to resolve it. What seems odd is that the artifacts occur along the same lines although I use the texture in different angles.
Any Ideas?
I made a commissioned maps but when rendering in 4k I encountered some artifacts in the textures I've used.
I'm not sure on how to resolve it. What seems odd is that the artifacts occur along the same lines although I use the texture in different angles.
Any Ideas?
Comments
I use Textures.com as well. If you have GIMP open the texture in that and use Filter/Map/Small tiles to tile the image in its own space (a factor of 2 with produce 2x2 tiles of the texture in the same space as the original). That way you can see if it doesn't tile properly because the joins are obvious as a cross hair of sharp lines similar to the sharp line joins I can see above in your map.
The other thing about Textures.com is that not all of their textures tile. They mark the ones that do with a little icon thing that appears in the top right corner (as far as I remember). You can also click the 'show seamless only' button at the top right of the display page to get rid of the ones that don't.
Check Sue's recipe near the end of this thread:
http://forum.profantasy.com/comments.php?DiscussionID=6470
This doesn't eliminate the problem, but generally reduces the chance of it appearing, since the rendering is done in fewer passes.
I only use seamless textures therefore they should tile nicely.
I'll try increasing the number of pixels per pass.
Thank you.
But I still get this kind of render. How do I prevent that?
Reverse what I just did?
What are you bevelling? Is it a transparent fill with a blend mode?
If the bevel effect proves too unruly to control, you can produce really good hill shading just by drawing the shadow shapes in black solid and using first a blur effect to soften the edges of the shapes, then a blend mode - I usually use multiply - at the same opacity as you would set for an ordinary shadow.
The relief shading for Merelan City was done that way, as are the cliffs in my most recent Scribble Rock map.
No bevels in this map - only the type of shading I've just described:
[Image_8816]
To make hills rather than cliffs just use a bigger blur effect to give it much softer edges
@Sue: That is some very nice shading:)
I think I figured it out. I used a rather high smoothing value, because of which edges such as the ones on the picture above should not occur. Therefore, I figured, that the smoothing value was somehow connected to the "pixels per render" value. I increased the smoothing value by the factor 10 and hid the "cover" sheet and it worked. From this point I had to render it 6 more times until I had the other settings tuned so the map would look the way I want. The only problem I have now is that the map looks a lot different in CC3 than when rendered... But at least I managed to get the result I wanted.:)
Thank you guys a lot for your assistance.