Dear polycount community,
I hope some of you can help me understand basic techniques used to achieve a custom made terrain tool engine like they have made for the upcoming Diablo 4 game. Here is the video that shows the terrain editor in action (forward the video to 24:40 to se the demo of terrain editor): https://youtu.be/b_t2AbmKfqI?t=1475
I have a lot of experience with software development, mostly with C# (Unity). My original plan is to attempt to do this in Unity from scratch - that is without using the Unity's terrain tools but make custom one.
I know for sure that some mesh blending shaders have to be implemented to achieve this.
What I would like to know in detail is how they made it possible to sculpt/draw with prefabricated 3D models (biomes) and still have a smooth blending between different meshes when raising the terrain.
I hope some one can help me understand the basic techniques.