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Question by joethephish · Sep 03, 2014 at 03:57 PM · terrainmaterialtexturing

Stretch large single image across entire terrain

Apologies in advance - I'm a complete Unity beginner (but coming from a fairly experienced C++ game dev background).

I already have a black-and-white heightmap for a terrain, and a single high resolution image that I'd like to stretch across it. I worked out how to create a Terrain, and import the heightmap using "Import Raw". All good!

However, for the texturing, Unity Terrains seem to be set up for splatting textures on within the editor, rather than stretching one single large image/texture across the entire terrain.

In an ideal world, I'd like:

  • My image to be automatically split up my high resolution image into a number texture tiles for efficiency / to be able to have a non-power-of-2 texture size.

  • If not that, then perhaps stretch a 4096px square texture across the entire thing (although this would cause it to be slightly lower resolution)

If there isn't built in behaviour for either of these, how might I go across hooking into a Unity Terrain component to support it?

Or am I better off just starting from scratch with a basic Mesh?

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Answer by Josh Naylor · Sep 03, 2014 at 03:57 PM

Check out our documentation about texturing terrain. http://docs.unity3d.com/Manual/terrain-Textures.html

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avatar image joethephish · Sep 03, 2014 at 04:01 PM 0
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(I should add that I have managed to get a texture to stretch over the entire terrain, using the "Paint Texture" section of the Terrain (Script) component, but it's come out pretty low resolution - it looks perhaps 512px wide, whereas I'm ai$$anonymous$$g at at least 4096...)

avatar image joethephish · Sep 03, 2014 at 04:04 PM 0
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Argh, apologies - assumed this was some kind of limitation of the way the Terrain allows materials to be applied, but it was just that I hadn't selected a high enough maximum resolution for the texture!

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