|
|
Texture Map Creation Output Shaded output uses distant (parallel) lighting. This gives you even shading across the surface allowing seamless tiling and clean shading in real-time 3D engines. DarkTree also automatically splits out and renders matching color, bump, and percent texture maps. These combine in your 3D application to give you the highest quality 3D surfaces and avoid the false lighting cues of photograph-based textures. Mapping
Custom UVW map (inset) for LightWave swamp
creature. In addition, DarkTree provides an API that allows you to write your own output plugins to fit custom projections or 3D models. All output data is 32 bits per channel and can be written out through a standard bitmap format or any custom format the programmer wishes. Tiling
Tiling DarkTree-generated concrete texture.
The Blend Tile component provides additional support for making tile sets (multiple bitmaps that tile together). Once an “edge” texture is created, the center of each tile can be modified allowing you to create large high quality tile sets in minutes. |