Product Chat / [SOLVED] Does GG support vertexpaint modifier and/or mix mapping?

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3com
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Posted: 2nd Jun 2020 04:59
Hi guys
I've modeled a terrain mesh (yes, nor as standard terrain), I can see the mesh on fragmotion, even with assimp, but nor on GG and in GGMax I can see just as wireframe, and just when I have selected it.

3ds max 2015
Fpe file is ok.
bmp file is ok.
Textures : 2 - 2048x2048
Polycount: 10k
PBR: Yes.
pbroverride=1 in setup.ini file.
The mesh is a plane.

Specs in my sig.

modifiers: vertexpaint
Mapping: Mix (combine 2 textures into one, and work with vertexpaint data in a 3ยบ texture)

First time I work with these 2 (vertexpaint and mix) and I'm guessing maybe those have something to do with the issue, or I'm missing something here?

The mesh in 3ds max



the mesh in GGMax



Mix in 3ds max



In GG there is nothing at the end of the mouse. And yes all the files are well named.

Nor normals inverted, even the mesh have Xform applied.


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GraPhiX
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Posted: 2nd Jun 2020 10:22
Hi 3com it maybe the texture can you send me the texture and i will have a look, i did this a few years ago same type of thing for my hills they are assets not terrain in fact the terrain is turned of for this level it actually will go past the end of the terrain with all pieces in



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Posted: 2nd Jun 2020 14:40
Quote: "Hi 3com it maybe the texture can you send me the texture and I will have a look"

Done.
Ty mate for takes a look at my issue.
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3com
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Posted: 2nd Jun 2020 17:23
@ GraPhiX
It is definitely a GG compatibility problem or that the X file does not retain this information (vertepaint + Mix mapping file); the case is that with the traditional system it works well in GG and I suppose that in GGMax also

Anyway if you have 3ds Max and you can verify that this is true, it would serve to clear the doubts.
Thanks for the assistance.

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Belidos
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Posted: 2nd Jun 2020 17:57
As far as i know GG doesn't support vertex painting. The .X format does export vertex groups (you have to check a box in Blender), but GG doesn't recognise them. At least i've never got them to work here.

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GraPhiX
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Posted: 2nd Jun 2020 18:27
@3com no problem i will look at the second one after my Tea glad it worked
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3com
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Posted: 2nd Jun 2020 18:53
Working too in GGMax as standard way mode, even better than in GG.
As Belidos point out GG does not support vertex paint, it is a shame, I like that tool.
Thanks, guys.



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Posted: 2nd Jun 2020 19:25 Edited at: 2nd Jun 2020 19:25
you are most welcome

the models look excellent btw
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Posted: 2nd Jun 2020 20:32
@ GraPhiX
Glad you like them.

@ Belidos
Quote: ".X format does export vertex groups (you have to check a box in Blender),"

Yes, I've tried it with the Bond1's max exporter (ty mate for this useful tool!), and check the Vertex color as a diffuse option, but does not make the difference. GG and GGMax don't want to read vertex paint data.
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Posted: 3rd Jun 2020 03:03
You will need to bake the results into a texture or GG or GGmax will not be able to display it.
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3com
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Posted: 3rd Jun 2020 05:19 Edited at: 3rd Jun 2020 05:20
Quote: "You will need to bake the results into a texture or GG or GGmax will not be able to display it."

This is what Mix mapping really does, at least I think so. Anyway, you are right I should try wrapping the map into one.
Edit: fixing quotes
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Pirate Myke
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Posted: 3rd Jun 2020 06:28 Edited at: 3rd Jun 2020 06:30
Hmm. I am thinking that you could bring both these maps into a paint program and blend them there with a multiply of the secondary map. This would give you your texture then to place on the object in GG.
You could in fact blend together a bunch of textures then if you wanted. kind of like splat maps in Unity for the terrain.
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3com
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Posted: 3rd Jun 2020 13:58
@ Mike
I use 2 textures, one of rock and the other of grass (pbr)
Following your suggestion I have obtained a 3rd texture, as you can see in the painting below.


As I understand it, painting the vertices delimits the area that you want to use with the rock texture (the mountains), and the non-delimited area, with the grass texture (the path). Vertex paint stores this information for later use.
On the other hand, Mix mapping creates a composite material formed by these 2 textures and applies them to the model based on the information saved, by vertex paint.



Now the question:
You mean that if I use this 3rd texture (the blended one) as we say, my_mountain_color.dds with standard material and regardless of mix, GG will use the vertex paint information to place the textures where they belong?
Please refer to the pics above.
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Pirate Myke
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Posted: 4th Jun 2020 13:50
I still believe this will need to be UV mapped to the right space.
Perhaps PM me a link to the model and textures, and I will see what is up.
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3com
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Posted: 4th Jun 2020 15:24
@ Myke
Done. I have sent you an email with all the stuff.
Ty for the support.
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Posted: 4th Jun 2020 17:11
You are welcome. Opening email now.
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Posted: 5th Jun 2020 13:50 Edited at: 5th Jun 2020 14:54
This post has been marked by the post author as the answer.
So looking at this further, it would need for GG to support more UV channels then we can right now. Then even with that it would still need one texture to work.
You will need to mask out your path on the base texture and replace the mask with your rock texture. Mapping that onto your mesh. That will work as you have shown from the above pics.

Made these in Quixel Mixer from your textures.


Brought it into 3ds max and re uv mapped the terrain object.


The results in GG with one texture call in the FPE file.


I will email you the files I have now.
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Posted: 5th Jun 2020 15:15
@3com
Sent you a PM.
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Pirate Myke
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Posted: 5th Jun 2020 17:26
Here is a open source terrain generation program that will assist in making the mesh and the texture.

http://www.earthsculptor.com/download.htm
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GoDevils
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Posted: 5th Jun 2020 19:30
This discussion brings up a question about the GG terrain editor tools. When you use the tools to create a hill or mountain, and compare it to the terrain created by GG's random generator, it is clear that the random generator produces a much more realistic terrain.

A while back I used a map generation software which had a tool that would alter the smooth sided mountains or hills to look more realistic. It was called the "static tool". I believe that the tool (as it passed over the terrain) would take each vertices and randomly raise or lower each vertices one or two units. The result made the created mountain look more natural.

Do we have anything like this in GG or GGMax? Seems to me that such a tool would (for me) eliminate having to build separate maps in other applications.
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3com
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Posted: 5th Jun 2020 20:48
@ Mike
Thanks a lot for your helpful support.
That's exactly what I'm looking for, now I'm going to work on mountains and reefs for my underwater level after all that is the main goal.
I'm going to give try as soon as possible.
Back when done.
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Posted: 5th Jun 2020 21:37
Your welcome.
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3com
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Posted: 6th Jun 2020 08:02
Eh, Mike, a nice tool that earthsculptor! ty for a share link.
Gaia pro is really cool terrain tool, anyway, I see it a lot of unity dependent, meanly you have to have unity installed to work with, if so, I would prefer it working as a standalone app.
Does quixel is still ps dependent?
Finally working on underwater terrain, this is what I have so far...



Well, now I'm going to dive a bit into earthsculptor world.
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Pirate Myke
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Posted: 6th Jun 2020 13:48
Quixel mixer is a standalone app now. and it is still free to use.
Worth playing with.
Gaia Pro only works with Unity. There are some nice tools to purchase for use.

Glad I could help out.
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3com
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Posted: 16th Jun 2020 11:46
Ok, guys, this forum is a bit stopped right now, so I'm going to show the terrain meshes I've so far, all they have done via google hight maps (Google Earth Pro) textures with quixel mixer, heightmap with materialize, and the mesh with 3ds max 2015.













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Posted: 16th Jun 2020 14:36
Looking good.
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3com
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Posted: 16th Jun 2020 15:41
Does the PBR textures names are case sensitive?
Is it the same mytexture_Color.dds than mytexture_color.dds?
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3com
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Posted: 16th Jun 2020 16:43
Well, it looks like does no matter, as expected, nice done so.
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