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Offline Mandeep Singh Bawa  
#1 Posted : 19 December 2013 07:34:41(UTC)
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How to Create DDS for Hatch Texture Effect
A DDS or DirectDraw Surface file stores graphical textures' data in a compressed form which is decompressed by the GPUs. Microsoft DirectX© Texture Tool (DXTEX.EXE) is used to create the .dds file. DXTEX.EXE is an application provided by Microsoft(as one of the tools in Microsoft Directx SDK) for viewing, doing conversions, and creating more complex surfaces in the DDS file. A download link for Microsoft Directx SDK is provided below. [Download Link: http://www.microsoft.com/en-in/download/details.aspx?id=6812]


Real-time hatching is rendering 3D illustrations with a non-photorealistic technique where closely spaced strokes reveal the material properties like texture, shape, form and lighting of objects in a scene. Variation in quality, length and angle of strokes generates varying tonal and shading effects. The darker an area, the denser are the strokes while white space means lesser or no strokes.
To create hatched illustrations, Tonal Art Maps (TAMs) are required. TAMs are basically mipmaps that have an added dimension of tone, generated in a sequence from coarser to finer levels. Coarser levels of TAMs have lesser number of strokes and enlarged gaps. The finer levels progress by adding new strokes to fill these gaps between the strokes and maintain a constant tone. Tonal Art Maps (TAMs), generated with different scale widths, are saved as DDS. 

You can create TAMs in 3rd Party applications like Adobe Photoshop or CorelDRAW etc. The generated bitmaps can be exported as PNGs which can be then imported in the DXTEX application to generate the DDS. (Sample DDS files for use with Hatch texture can be downloaded from this link : here)

1) Interface of DirectX Texture Tool

The interface of DirectX Texture Tool is simple with three tabs on the Menu Bar namely File, View and Help. An image opened in DirectX Texture Tool is displayed in the main dark gray window. Refer to Image 2.1.

Image 2.1: DXTEX User Interface

2 ) Creating a New Volume Texture

Go to File > New Texture and window 'New Texture' appears on the screen. Select the Volume Texture type. Change the dimensions as required. Also, change the Volume Depth to the number of TAMs you have created.


In this sample, we have changed the dimensions to 512x512.


*Volume Depth number is equal to 8. Refer to Image 2.2.
Image 2.2: Creation of Volume Texture
3 ) Loading images into DirectX Texture Tool

Go to, File > Open onto this surface and browse for the pattern with the least density and click open. Next, go to, View > Higher Volume Side, browse and open the pattern with the second least density. Likewise, browse and open all the patterns till the highest density is opened. Refer to Image 2.3.


Image 2.3: Browsing the TAMs to create a Volume Texture In this sample we created 8 TAMs. Refer to the Image 2.4.


 

Image 2.2: Creation of Volume Texture
4 ) Saving the .dds file
Once all the textures from Stage 1 to Stage 8 are opened, go to File > Save (Ctrl+S), give the file a name (e.g. Blocks) and save it in a '.dds' format in the folder X:\Wasp3D\Textures\DDS. Note: This .dds created using the above listed steps is used in the Drone Designer to create a Hatch Texture Effect. 
Image 2.4: TAM 1 (least density) to TAM 8 (maximum density)
Offline tiffanyd91  
#2 Posted : 01 December 2014 07:03:43(UTC)
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Broken Image Link Please Help!
thanks 1 user thanked tiffanyd91 for this useful post.
Zaheer Ahmad on 06-03-2017(UTC)
Offline Zaheer Ahmad  
#3 Posted : 06 March 2017 09:24:38(UTC)
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Please share again Broken Image Refence
Offline Mandeep Singh Bawa  
#4 Posted : 07 March 2017 12:23:05(UTC)
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Originally Posted by: Zaheer Ahmad Go to Quoted Post
Please share again Broken Image Refence


Done - Thanks

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