The goal: to be able to make an alpha gradient from the surface of the landscape, up the bottom my mesh for the purposes of landscape blending. Just like one does with Blending to the RVT for PBR-mesh-landscape-blending but for nanite, for which the displacement-math seems to be somewhat vague?
When I did it prior to nanite, I would run the heightmap through the alpha of a LERP and set the A/B to the min/max values in worldspace units, then add that to the Z-position of the pixel. Since I was setting the min/max value directly the math would just work out directly as well, no issues with just-adding raw worldspace-values.
Now we have this:
I don’t know what the magnitude maps-to. Is that something like 100 worldspace units; is 1.0 → meter?
Currently I have a fudge-factor to try and figure out a sweet-spot, but I am not able to get a good match. Anyone have any insight here?
Ref my material, the displacement-node being previewed is a 0 → 1 scale heightmap, nothing different than you might be doing otherwise. All the math is normalized.
Reeeeely close up, no go on the vaguely-similar(?) border (I don’t see it myself)
It’s a hard border in this shot just to ensure it all lines up, which it doesn’t.
My best guess is if I could get the range on the displacement correct it should work out? What am I missing? Halp.


