- Home /
Splatmap for big terrains?
I have a 5k*5k terrain which might possibly become bigger in the future, but I am procedurally painting the splatmap on it, and the splatmap becomes very edgy, is there any way to decrease this, do I have to create more smaller terrains instead? I would also like it to blend to different splatmaps based on season, is there a easy way to do that?
have a look for RTP and Terrain Composer in asset store, i recently purchased and its best thing i ever did.
I have to do this at run-time which might be a problem, have you by any chances tested these tools with these features?
no not yet but they are both very established and have forum threads for them, you could ask there
Terrain Composer
RTP: http://forum.unity3d.com/threads/relief-terrain-pack-rtp-v3-on-assetstore.206516/
Terrain Composer can create Terrian tiling with generated terrians that match on the joins.
Is there a way to change the way the terrain makes the blend? I am sure it would be possible to achieve a better result, and make some kind of antialiasing for splatmaps. I am sorry, but I won't spend 10$ on something I am not sure is going to have a positive impact on my game.
What do you mean 'edgy'? If the suggested Assets haven't resolved this, please update with a screenshot.
Answer by CastleIsGreat · Oct 01, 2015 at 09:38 PM
I think by edge he's referring to resolution being too blocky. I've had issues with large ingame terrains by this effect aswell.
I use Terrain Composer personally, which has a lot of nice tools particularly if you use world machine to create your terrains. The only real effective way I've found to fix the issue you're encountering is indeed to change from using say 4x4 tiled 2k textures, to 8x8 or more, as in terrain composer splat map size is limited to 2048.
Other than that, not sure what to tell you, if you're going to procedurally generate terrain it could add a lot of complexity to the problem, as you wont have nearly as good of a look if you're going for high quality stuff unless you program your own erosion tools for your procedural height mapping.
Answer by rageingnonsense · Oct 01, 2015 at 09:50 PM
I am making an assumption here that your terrain is chunked.
That being said, you could create splatmaps on a per chunk basis instead of a per terrain basis, and set the chunk's material to use the generated splat for that chunk.
Let's say your terrain is 4x4 chunks; that would be 16 individual splat maps. This gets a bit more complicated if you are using quad-tree terrain method. In that case, I would create the splat maps for the highest LOD chunks (highest resolution), and derive lower resolution versions for the parents (by stitching together 4 splatmaps, and dividing by 4 so to speak).
In the above example, 16 splatmaps would become 4 splat maps for the parent LOD level.
I do not know how this would affect performance though, both at time of generation and during gameplay.
Your answer
Follow this Question
Related Questions
Splat Map with transition texture? 0 Answers
Can you change terrain material? 4 Answers
Making a REALLY big terrain 2 Answers
Splat maps 0 Answers
Unity 5 splat map replacement? 1 Answer