How to handle textures on extremely large objects (planets)?

Hello!

I would like to ask if anyone has experience or ideas how to handle textures on extremely large objects, in my case planets - in nearly realistic scales (e.g. 1/4th of real life scale). The problem with textures is that even 8k or 16k textures look blurry and not sharp nor good on a very large scale. So what are my options here?

Is there a way to split textures into multiple segments? Or am I stuck with a procedual generated noise for planet surface material?

Thank you for any insight you may have! Cheers :slight_smile:

Separating into chunks is the only way if you want to use actual texture data.

When doing Satellite Command, I had to break the earth mesh up into 96 pieces to get the required resolution. Even then, as you get too close the resolution (65K pixels) still isn’t high enough. Had to use detail maps to cover that up. Finding andor authoring textures that huge isn’t easy either.

Also had to control mip-mapping myself. The engines built-in mip mapping was far too aggressive.

Thank you for that insight, that is very helpful !

Right now I am trying out a mix between procedual noise + actual textures. If that doesn’t work out then I will try out your approach. :slight_smile: