Actually this is using World Machine, Photoshop, Vue, or any other editing software to replace a splatmap. Any combination of RGB + Black and white, even a if you do the most simple checkered pattern in Photoshop, results in a completely blown out Nuclear winter style terrain. Great if you are making a skiing game I guess, as long as you like pure R G B colors popping up randomly…
All I know is that I haven’t used anything remotely close to snow in my textures.
Is that a peak of pure blue on the horizon? WTF???
Here is a checkered pattern RGB file. Still wondering why pure red is mixing textures…

And of course here is my sample splatmap, which is as basic as you can get
So far the only way to get them to look somewhat normal is to add way more textures, then start deleting them until there are 4. Does it look right? No, of course not.
So I’m not sure what I am doing wrong here or why splatmaps should be this much of a struggle.
Where are you setting this splatmap at and what material/shader are you using?
It could possible be a gamma/linear space issue- you may want to try setting the texture importer to Advanced and check “bypass sRGB sampling”.
Basically, I am getting the same issue. Is there any info on how to fix this? Or is it simply an import settings. My Splatmap out of WorldMachine does not have an alpha either. Is that needed?
Splatmaps must be RGBA, where the RGBA values in each pixel add up to no more than 1.0 (or 255, if you’re thinking in terms of 0-255 instead of 0.0-1.0). The idea of a splatmap is that each pixel uses the RGBA channels to represent one of four textures, or a mix of those four textures, such as blending between a road texture and grass texture. Examples: (1, 0, 0, 0), (0, 0, 1, 0), (.5, 0, 0, .5), (0, .25, 0, .75). White won’t work, since that’s (1, 1, 1, 0), which means mixing 3 textures at 100% strength each, hence blowout. Black won’t work either, since you need to specify a texture.
–Eric
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Thanks Eric , great explanation. I now understand how the textures “project” on to terrain following the flow and erosion lines out of WM. I didnt totally understand what i was askinf about it seems either. Ive been trying to use custom Splatmapper v2 shader in Unity and i dont think my texures are PBR correct. In his example he has simple masks for his texture maps with transparency. Basically, a very low opacity for the bg of his mix texture while the colormap is opaque. So i guess my follow up question would be how to properly make terrain textures that support that approach. If there is any info that would be great because how to set up files for the custom shader is tought to find
Cheers!