I’m trying to build a large landscape using world compostion and the managing of landscape textures gives me headache.
Of course, for performance reasons, I can’t make one landscape material with + 50 layers and for artistic reasons I can’t use only 5 to 10 textures.
I know I can expose the textures of this material as parameters, make instances of this material and override the material of landscape component but it mean that I have to work with many, many material instances as I have to make a new one each time I need to use a new texture, even when I need to change only one
I used many landscape editor like the Bethesda devkit used for the Fallout and The Elder Scrolls series and they work with texture slots where you can pick 4 textures for each landscape tile from a list of texture. It’s really user friendly and you focus on art, you don’t have to create anything.
How do you work on large landscape with a lot a texture variation?