I have a 5k*5k terrain which might possibly become bigger in the future, but I am procedurally painting the splatmap on it, and the splatmap becomes very edgy, is there any way to decrease this, do I have to create more smaller terrains instead? I would also like it to blend to different splatmaps based on season, is there a easy way to do that?
I think by edge he’s referring to resolution being too blocky. I’ve had issues with large ingame terrains by this effect aswell.
I use Terrain Composer personally, which has a lot of nice tools particularly if you use world machine to create your terrains. The only real effective way I’ve found to fix the issue you’re encountering is indeed to change from using say 4x4 tiled 2k textures, to 8x8 or more, as in terrain composer splat map size is limited to 2048.
Other than that, not sure what to tell you, if you’re going to procedurally generate terrain it could add a lot of complexity to the problem, as you wont have nearly as good of a look if you’re going for high quality stuff unless you program your own erosion tools for your procedural height mapping.
I am making an assumption here that your terrain is chunked.
That being said, you could create splatmaps on a per chunk basis instead of a per terrain basis, and set the chunk’s material to use the generated splat for that chunk.
Let’s say your terrain is 4x4 chunks; that would be 16 individual splat maps. This gets a bit more complicated if you are using quad-tree terrain method. In that case, I would create the splat maps for the highest LOD chunks (highest resolution), and derive lower resolution versions for the parents (by stitching together 4 splatmaps, and dividing by 4 so to speak).
In the above example, 16 splatmaps would become 4 splat maps for the parent LOD level.
I do not know how this would affect performance though, both at time of generation and during gameplay.