I am using World Partition to import and manage a large tiled landscape build in WorldMachine. This work great in principle, and I really love this feature. However, when using Virtual Textures the import fails (or rather the engine crashes) when importing a landscape with a heightmap greater than 16k It seems that World Partition merges the whole landscape and manages it as one using its grid system (great!) but also tries to create one large virtual texture for the whole landscape (which quickly exceeds the system’s limits in terms of texture size).
I was wondering if my observation is correct and if there is an “official” way to handle these kinds of situations?