Asset Glue Posted January 8, 2022 Share Posted January 8, 2022 Recently I have been playing around with the Terrain->Texture extension for GeNa and what I am finding is that it is night and day to use GaiaPro to apply textures. Not only are they blended more acceptably, but you can have multiple texture schemes for a single road, path or river. So one of the main issues with my approach to this is the collision masks become unstable. I use the respected collision and change it to layer and then I must apply a layer to the spline mesh that I want to apply textures to. That is all well and good, however this becomes messy when you want to have multiple texture schemes for multiple spline meshes. What I am simply saying is that I am advocating for an implicit integration that will allow GaiaPro to recognize GeNaPro created spline meshes individually and have a built in mask to apply 1 or 2 or more textures with differing mask types without needing run out of available layers using the collision mask. Also having a GeNa spline mesh mask would for differing texture schemes would be handy so a person doesn't need to add up to X number of masks and then struggle with having to constantly refresh the collision mask and then look back and scratch the old bald spot wondering why something went wrong. In this scenario one can add such rules into their texture spawner, and run the entire spawn and achieve reproducible results without having to juggle multiple inspectors. (Just a obviously cleaner work flow with reproducibility and expectable stability) In the end of the day, GaiaPro applies splats for more effectively than GeNa does. The results speak for themselves. just one of my many thoughts about things. Link to comment Share on other sites More sharing options...
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