Hello PC, sorry this seems like silly question, but I just can't find an answer!
Are UV's generated for Unity terrain, or is splatmap resolution dependent on vertices? I did some testing in engine to try and figure answer for myself but couldn't reach a conclusion. I have trouble getting something that isn't blurry no matter what. I am using a 2048 * 2048 terrain, heightmap res was set to 2k.
Reason I ask is because I have a pretty high resolution terrain, but my splatmap seams often appear pixelated. So what to do? Increase splatmap size? Increase terrain heightmap resolution?
Also, first place I go is obviously unity documentation... but the thing is written like a step-by-step how to guide covering the bare bones basics, but doesn't tell you any technical specifics. Am I looking at the wrong thing? It just seems like this should be an easy question to find an answer on.
Splatmap textures :
You can see the pixelly edges. Especially on the steep slope. Not worried about the cliffs cause I cover with a mesh, but on the ground we should be able to achieve crisp details, no?
Replies
If you want sharper transitions though, there are two approaches you could use...
1. Use more, and smaller terrains. This will decrease the size of the splatmap pixels, but will increase the memory cost, both more splatmaps to load, and higher vertex count.
2. Use a custom terrain shader that adds tiled/contrasty detail to the blend. Check out my sketchbook for implementation details.
Node editors for shaders all seem to support the same kinds of nodes, so it shouldn't be too hard to repurpose info between them. I was able to repro Unity shaders in 3ds Max using Autodesk's Shafer FX node editor.
Let me know how it goes!
Its difficult to paint a splatmap with outside tools, I would advise against this. Each pixel must be "summed" which means the RGBA values when added together equal 1... R .25 + G .25 + B .5 + A 0, etc.
If any channel gets "greedy" then the textures don't blend properly, you get either additive or multiply visual errors in those blend pixels.
You could use World Machine, it generates summed splatmaps. But that's pretty procedural, probably not what you want.
You can export your splatmap, that's what i did after using Terrain to paint it. Just so I could use it in my own shader, on my own optimized mesh.