Thanks Ryan, so I now use the perfect sphere heightmap from the engine, that’s a really good idea.
The material now looks like this (just changed the texture):
http://puu.sh/jNBh4/b16c3bd320.png
Displacement Multiplier is still set to 100.
In the level it looks like this:
http://puu.sh/jNBkA/2b92eaf66f.png
http://puu.sh/jNBlT/7cea52fc4d.png
So it looks like there would be no displacement at all, landscape stays completely flat. But if I move below the landscape and have it still selected, then the orange borders around the selected object the landscape) actually look completely correctly, like a lot of spherical dents at correct location:
http://puu.sh/jNBt7/6a6a604ae5.png
How comes that the “selection border” shows something completely different than the wireframe view? I don’t even need to move below the landscape, if I just move very close to the ground and look at it almost parallel to the ground the orange border shows how the landscape should look ideally, just that all polygons stay at the ground:
http://puu.sh/jNBz9/9c015fdf36.png
What’s happening here? Why is the selection border showing something what’s not there?
Now, if I increase the Displacement Multiplier to 1000 and zoom out really far, I actually see that the displacement is applied completely wrong:
http://puu.sh/jNBHm/4d088949cd.png
http://puu.sh/jNBIq/e675015793.png
The “base color” is tiled thousands of times across the landscape (thats correct) but the displacement map seems to be just one time applied to the landscape without any tiling at all! Is this a bug? And even more strange, the orange selection border is actually still correct, they show the correctly tiled elevations in the landscape: