Its not magic, it wont “get rid” of anything.
It may lessen the visual effect.
And many times that’s more similar to gasolene on dumpster fire that is UE4 landscape when you needed water.
I havent really reviewed the topic but i did see some BS that needs to be pointed out.
- the paint is not “per vertex” its actual paint.
But the texture you are painting to equals 1m^2 to a pixel (default landscape 100x/y scale).
This is farily consistent, so the paint essentially matches up between any size landscape.
Larger size = more pixels.
Not a different ratio.
- tessellation never did anything for anyone, if anything it made performance worse and caused bugs on landscape tile intersections.
It was mentioned above with some other BS. Its not. It doesnt affect anything. Never did.
- I don’t actually see the proper solution to the problem listed, granted I barely skimmed throguh the topic. To have less of pixel like effect you need to run a texture or some other type of medium as the alpha of the Lerp between the landscape layers.
Given #3, a height blend partially does just this.
Generally, it isn’t enough.
This is simply due to the texture UV sizing.
Texture Scale is geberally the same or very similar across areas, to the point where the visual effect of the height based lerp is not actually enough to properly introduce enough diversity into the layer overlap to stop noticing the Square nature of it.
So? What do you do?
well, you can run the same idea manually.
No one on any professional project is likely to be using the landscape layer blend node stuff illustraded here
Mostly because their perormance is really bad.
So what do people do?
Well, you have layers which are an alpha (black/white) texture representing the way you paint the landacape.
You use that as the driving factor of a lerp to cover what the white area would be with your desired texture, while the black area is the rest or output of all the other combined layers.
(More layers, more perfeomance downsides ofc).
In the case of a simple 3 layer material you always have.
A base - no paint.
That is the initial layer you begin with.
And the 2 layers you want to paint in.
The material will looks something like.
Uv > texture > A of lerp.
UV > texture of grass > B of lerp.
Sample Grass > alpha of lerp.
Output into A of anotber lerp
Samole Rock > alpha of another lerp.
Uv > Texture of rock > B of another lerp.
You build up from there, and can add infinite complexity.
What you can also do is to math fudge your sample’s alpha:
Say you want the one pixel to be more than 1 pixel of paint. You can probably power of 10 the paint sample, and clamp it back to 0/1 range so that the material colors in not just the 1 pixel you ended up painting as a layer, but several other pixels around it.
I believe something similar to this is used in the GC kite demo.
However note that because the demo had to be somewhat performant, they obviously don’t really use landscape paint.
Its done with individual textures.