Dynamic Decal Blending + Mesh Integration Tools

You seem to have little to no idea of what is being talked about in this thread. No you can’t do that with distance fields. Fields give you intersection. That is all. Thread starter and other poster here seems to be well aware of ability to recreate the same effect for case to case basis. Thread is not about that.

Proper tool like this requires to sample terrain’s normal map, height map and weightmaps and textures used in landscape material.
It would be cool being able to enable this feature for any material and automatically pass in relevant maps in respect to which landscape component/ world composition level the mesh is in.
Such implementation is generally possible and at first glance requires quite a bit of work, but should be doable.

But…

The underlying problem is that if you try to sample all that in mesh’s material, which you want to blend, and add complexity of the mesh material itself… things go grim.
Imagine the case of having to blend 5-6 landscape layers on the mesh.
Remember, that the only information of the textures you would need for the mesh comes from landscape components.
Now think of a case, where mesh is located in 4 landscape components simultaneously.
Each component has 3-4 moderately complex layers.
Your mesh material would need to sample 12-16 sets of textures(normal map and basecolor at least), in addition to whatever you have in the mesh’s material.

That is simply unrealistic and will remain so for years.

I don’t have definite information about implementation of such tool in the engines you’ve mentioned, but I’m almost certain it relies on virtual texturing.
Without it, it seems impractical.
Virtual texturing is on the roadmap and hopefully we will see it working in foreseeable future.

I agree that terrain/mesh blending tool is a widely welcomed feature.