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#1

Scaling Textures

Archive: 7 posts


I love the addition of animated textures and the UV Tool, but I'd also like to be able to scale textures as well.

Kind of hurts the aesthetic when I want to build a castle wall, but the individual bricks on the texture are 10x bigger than they should be.
2011-02-03 23:55:00

Author:
ccapel
Posts: 100


When I first tried out the UV tool I actually found myself wondering... ok, now, where's the scalability tweak? :o

So yeah, I understand where you're coming from. Only problem I have with it, is that it might allow people to unwittingly create some really nasty looking textures, with bad repeat tiling and blocky pixelization.
2011-02-04 00:19:00

Author:
Snake Mountain
Posts: 84


That's their problem. It shouldn't stop creators who know how to use it properly.2011-02-04 01:40:00

Author:
Yofig
Posts: 288


Yeah, this would be a very handy option.
If we can move it about, not sure why we can't scale it..
2011-02-04 01:42:00

Author:
midnight_heist
Posts: 2513


I'd expect it'd be because the smaller the texture on the material the more the game needs to calculate, the majority of materials in LBP use normal or bump maps, which are a sort of blue version of the original diffuse texture which tells the game engine when rendering the material where light and shadow should fall, here's a quick example

http://www.spiralgraphics.biz/images_g25/normal_maps.jpg
On the left is the basic diffuse texture, and what you see in the game, on the right is the normal or bump map.

So if the material allowed textures to be scalable, the normal maps would need to be too, which would in turn mean the game would need to calculate more light and shadow on any given surface resulting in a dramatic loss of the amount of detail possible in any given area of your level.
2011-02-04 09:30:00

Author:
RAWTalent
Posts: 224


No, it does not affect the lighting calculation. Actually LBP2 is designed to have more or less the same load of lighting calculations no matter what is onscreen (aside from semi-transparent things), even in a more conventional rendering path, scaling the normal map wouldn't mean more lighting calculations since the number of pixels are the same so the number of per pixel lighting equations is the same.

I am not familiar with LBP2's rendering code firsthand, but I'm sure this scaling limitation presents a lot of convenience to their rendering path - allowing for the fluid framerates and the more generous thermometer constraints.

And there would likely be nasty artifacts either way, scaling too big or scaling too small.
2011-02-05 12:25:00

Author:
Foofles
Posts: 2278


Perhaps being able to scale down by 50% max would be acceptable. No quality loss from making textures too big, and hopefully no (or very few) artefacts, but a very nice looking brickwork material!2011-02-05 13:42:00

Author:
alexbull_uk
Posts: 1287


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