Auto landscape materials - are they all the same?

Absolutely, this was just a simple test. I’ve been testing over the last number of years with various slope routines, 3rd party landscape materials, landscape configurations and things like WP.

Yes you’ve already convinced me to go down this road :slight_smile: A couple of questions about it though:

  1. Do you use your own routines for creating LODs with matching outside edges?
  2. Do you store your paint layer type data in vertex data or in splatmaps?

This is the part that I’m interested in the most right now - yes it’s free as far as GPU cycles go but there is a cost in footprint (although not massive for smaller landscapes - think something 12km x 12km - it adds up - if you import the layers as splatmaps, it incurs the greatest cost with the most data (although as you point out you could create a blueprint utility to create the layer in a more efficent way)) - if I can guarantee that my slope/anti-tile routines fit within my slowest supported gfx cards read speed I get calculated slopes etc for free, and without any footprint. It’s too enticing to ignore.

I’ll be using a modified lerp that just samples one or tuther when the lerp is 0 or 1 which is most of the time so should give a nice performance boost.

Agreed.