![]() Without that dynamic blending, it still looks like a large washed out clump of nothing, a detail texture will only try to hide that fact.įor a reference how your approach would look like, you can check out about any DX7 / DX8 / early DX9 game with terrains. Thats why this approach was phased out when Shader Model 2 was widespread enough to do the combination in realtime without the single texture pixel desity limit (it still does pratically the same thing, just that it now has an unlimited pixel density instead of a fixed texel size of terrainsize/texturesize). The same approach is used by any technology that allows you to generate game usable terrain data (元DT for example which allows you to export the resulting splat maps).Īnd the texture you use to paint can be any size basically, giving you more detail at far lower repetition counts if you use larger "paint textures"ĭetail texture by the way don't help you to hide the "DX7 class" terrain texture details you will get from a single texture stretch approach. You paint with several textures onto the terrain which are blended at realtime, creating a large amount of variation, its not a single repeating texture. My guess is that you might not fully understand the concepts behind the splatmap blending yet. You can't get good visuals, no mather what you do, because you get a single texture stretched over a whole terrain, just that your texture is restricted to realistic sizes (2048x2048 as max normally if you want it to run on enough hardware at good performance), unlike the rendering targeted applications that generate them which don't have any actual texture at all (they generate the pixel during rendertime from procedural data). ![]() ![]() Click to expand.Thats actually a given thing. ![]()
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