I am trying to blend my static mesh texture with landscape texture. So my question is
Is it possible to blend static mesh texture position with terrain texture position?
As of right now I did vertex paint and tried to match the landscape texture by tiling my static texture to the landscape but it’s absolutely disaster. So is there a possible way around to get rid of this problem?
Use that for your landscape material. Then take the same values, set that as the material to vertex blend to. And now she you place your static meshes, paint the area the mesh intersects with the terrain.
Now it will work better with geo that is at a shallower angle. You might have to tweak your static mesh geo a little.
I tried your suggestion but at some places it feels that it is matching and at some other place it’s not!!. This is now getting above my head. Here are some of the images
Some unusual tiling artifact, oh btw this problem comes only when I use world align texture. If I discard world align and use the regular texture, tiling artifact goes away.
For the world aligned texture to work perfectly it requires your mesh to be more or less perfectly unwrapped. Lets say you have a plane that is unwrapped covering the whole UI space, it would match ground texture pretty much perfectly if you use the world aligned texture. But like your case, where the mesh have a lot of geometry, it will align it but then the unwrapping will pull it out of shape and mess up the alignment. So you’re best off using this and then having a few intersecting simpler planes that you place individually to reduce seams. I think Hourences did something like this in the level building Solus video on youtube.