I’m pretty well mired in trying to get decent looking tiled textures onto my terrain, which is the next goal I need to achieve before trying to crack rocks/cliffs/mountains and then foliage. I don’t have a strong background on 3D modeling, textures, and shaders, and one thing that completely confuses me is the difference between LandscapeLayerCoords and TextureCoords. The very first landscape examples I looked at used LandscapeLayerCoords to feed UVs to TextureSamples, and then feed the output of these into a layer blender. Later I wanted to use more advanced techniques to limit visible tiling, and I set aside weight blending for the moment to focus on macro variation and tinting and other tricks like that. Nearly all of those examples used TextureCoordinates to get UVs. The main thing I’m trying to understand is when one is appropriate vs. the other, specifically in the context of texturing terrain (the answer seems obvious in the context of texturing static meshes).