I have to concede I need some assistance again.
Working off of my last post I’ve successfully generated a cubemap and used it as a heightmap. I am however experiencing some tearing on the edges.
I find that if I tweak the UVs on my model I can get closer to having no breaks in the mesh, however, try as I might, I cannot get it 100% and you can always see through the mesh.
If I load the resulting map into Maya, I can see that there is a blur on every edge. I have disabled mip-mapping and any other optimization that could possibly cause this but to no avail. Does anyone have a solution to this? Why does Unity split the mesh?