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Landscape tiling based on camera Distance " using UVs lerping "

Hello everyone

I wanna discuss something about Landscape material tiling based on camera distance as the most common method to achieve that was to create 2x textures samples of the same texture map to give a unique tiling for each texture map and lerp between them based on camera distance something like this Screenshot by Lightshot from https://www.youtube.com/watch?v=IcxxfA50m7g

so i thought it would be easier if we managed all that camera distance lerping on the uvs themselves
and that’s what i came up with Screenshot by Lightshot
and of-course using the IF node only gives me 2 solid values without blending between them so i get sharp edges between the far and close tiling sizes like shown in here Screenshot by Lightshot
which makes using 2x textures samples like shown in the video is more appealing, but i believe if I found out away to make the blending similar to the x2 textures samples method.
using the uvs lerping method would be much less painful for the artists and the performance if looked good.

First of, The calculations happening before or after doesn’t matter UNLESS you plug them into a custom UV pin and use the custom UV value - Do correct me if I have this wrong, as it is mostly what I gather from usage rather then from testing it.
The theory behind that is that the calculation is not really occurring on the GFX unless you do that specifically.

Second, you can technically Lerp the UVs too. You just need to do it on R and on G separately, then combine them back, and feed them into the UV/Custom UV node.
I don’t actually think you even have to split them. It takes in any input so long as both match. - So you need to multiply by .5 append .5

And the append node

Third. As I’m currently giving Virtual Texturing a new try, the Distance thing is kinda pointless. That is, there are “cheats” that can look decent and maintain the performance, but if you just had a material rendering without variously scaled textures as a base, then just rendered a Non Virtual material on top, around your immediate area, you may get a better result.
The VT set up correctly is essentially a gigantic Render Target, meaning you can Mix/Match the final result to lay a real material on top when up close - I think. I need to further experiment with this since it takes performance up by around 20MS when properly enabled on a terrain with 10 layers of paint per comportment… It would still cost a lot when you see the up -close material and you have 10 layers in the same 10m but that’s hopefully a rarity more then the status quo of a landscape. still, it’s a performance game changer that you should keep in mind.