I’m trying to import terrain from other engine and successfully import heightmap and splatmaps. I have trouble with making material for landscape for 8 textures because of texture samplers limit (16). I partially solve problem. I make atlas with textures and material that split it into tiled textures.
Atlas: Diffuse (RGB) Height(A), Normal
Another question is how to easily implement HeightMap (already stored in Alpha channel of Diffuse) for correct blending of layers? I seen Landscape Mountains demo and it has heightmap, but Material graph is very difficult to me now.
Thanks in advance.
There are two different things causing these issues, both of which needs to be dealt with if you want a good result.
Best way to do this is to add some padding to your textures as described in the blog post you linked to.
This will remove (or at least reduce by pushing away) the bleeding that causes lines.
Second thing is to remove artifacts caused by the Frac node.
I recently started a thread about this hereand was able to help me completely remove all the artifacts.
2 is pretty good value.
Tiling texture is seamless, but on distance repetition of texture is visible. It’s possible to fix it? May be it’s possible to hide detail map on distance and leave only color map?