Patching Terrain tiles problem (visible height differences)

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Hi,
I am building an open world for a static camera shot. Near the camera, the terrain has high res, and in the background it's low res (cannot use high res for the entire terrain or I will run out of memory). I use the "terrain tiles" node to split the terrain into 3 tiles (near, middle, far). After processing each tile I convert each to a mesh.

My challange is when I display all meshes together they don't match at the borders. One solution is to overlap borders and upres, fuse points & average heights, etc...! Are there any better options? I am feeling I am reinventing the wheel here (maybe my workflow is completely wrong)?

Note: the reason behind the differences are things like mask blurs/expand, noise distortion that break at the border, plus each terrain might have different features (e.g only near camera there are puddles), so I cannot run the same nodes on each terrain uniformly ...

Edited by catchyid - Oct. 4, 2024 13:24:52

Attachments:
terrain.png (5.4 MB)

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