I want to use material blending to paint different types of soil (the usual, grass, dirt, rock, etc).
I’m not using a landscape, so I have to apply the multilayered material to my static meshes. I’m using vertex painting for the blend.
The problem is when the texture blends, the triangles can be noticed because there aren’t enough triangles on the mesh.
this is how it looks:
Notice the triangles on the blend.
Of course I can up the geometry on the mesh, but I’m thinking if there is another way. It seems to be a waste to have all that geometry on a flat surface. There are 55k triangles on the mesh.
Is nanite an option for this? Maybe I could bump the geometry without impacting performance (the game is composed of multiple independent platforms).
Or is there a better way to solve this?