UPDATE:
I have noticed that if the tile size/factor is smaller than the brush size the gizmo shows a matching shape that appear in the selector. I have not tested all the ranges in sizes but enough to notice it.
The effect gets less noticeable if you bring the camera close to the terrain… then you start seeing the edges as pixelated or rather ‘tileated’. When the brush is smaller than the tile size, the gizmo will be ‘pixelated/tileated’.
On the effect of the gizmo lagging behind the mouse cursor, I have experienced a way to sweep over the terrain that seems to improve my ability to paint more effectively. I let the gizmo act as if a weight tied to a rubberband that is in turn tied to my mouse cursor, and I sweep the mouse in smaller concentric motions than the area in need of adjustment, and the gizmo follows somewhat with a yoyo effect and the painting gets done fairly fast.
When adjusting a precise location on the tarmac, I simply slow down and place the gizmo where needed and click repeatedly to get the change to kick in. This approach tends to let me adjust small portions of the tarmac more accurately than the old version of the painter.
I am still not convinced that the behavior is realistic. A paintbrush in a painter’s hand is not on a rubberband, obviously.
The lag is a problem.
Note: When my terrains were converted to 3.0(xxx) I noticed that the tiling effect showed across the entire terrain… I recreated the material using the same texture that was used in 2.6… and voila!, my terrain is now smooth again, showing the texture proper without the tiling effect.
While experimenting I also noticed that making changes to textures back and forth can lead to entire groups of objects being reset to the magenta horror(I call it). One example is the rabbit tutorial, if I run it straight in 2.6, no problems, nice fur… if I load an instance of it in 3.0, it is converted before it comes up and puhh puhh puh!! it produces a magenta rabbit… and I got errors on the shaders (#pragma clause)… I have not played with that enough to find out what the conversion is missing to address… my time is in a small bottle… perhaps I will soon make room to play more.
UPDATE2:
I have encountered somewhere haphazadly that the first texture listed in the textures box is the base texture for the terrain. Think if by some bad luck you are looking at a terrain that was heavily massaged where a second texture really became the prevailant texture, it might be a good thing that you remembered the first one is base. I think the interface should show what is what… as that knowledge is arbitrary and subject to changes as the tools are improved… a mouse-over-title-help would work if nothing better
I also see that the textures in the texture box do not draw as the texture really is… makes it hard to know what texture was used until you highlight a texture and click on edit to see its name…
and don’t forget to move the highlight away from a texture to actullay see it… you are out of luck if you only have 1 texture… then all you see is a fat blue square… you must click on edit to know what texture it is… the highlight should be a frame style around the texture box, that way the texture is not hidden. (SEE UPDATE3 below… new behavior)
One way I get around it is to repeat the base texture as a 2nd or 3rd texture, that way I can see it in spite of the highlight…
I also noticed that when you click edit on a texture the Edit Terrain texture dialog does not redraw, thus you could be tricked easily and wonder why your whole terrain went left after a change… …I wonder how many of you have fallen in the trap… and struggled to understand what happened?! …I struggled… and I will more than likely get tripped again. If you see a hole in your lawn, you don’t say hey everybody!!! watch out for the hole it may break your ankle!!! (instead) YOU PLUG IT UP!
Side comment: skip if you wish, not directly relevant to issue.
[I call those the tripping-rock-type-obstacles in the world of software interfaces.
It’s like the ideology that the programmer should try to think for the user at all times, and then they put a prompt on your screen that is reverse logic NO instead of YES so that you will not make an error… and all the fast people who are with the program trip on it… and there goes your cash-back option at the groceries store missed… or “…is your Amount correct?..” interpreted as “…DO you want cash back?..” because in real life one thinks of cash-back first not after the amount!!!
…yet I see people tripping on these approaches daily… because they keep being implemented in user interfaces…if I had a penny for each instance of that in the world, I would own the world.]
UPDATE3: (In the Inspector’s Textures box with the Edit Textures button while terrain is selected in hierarchy)
There is more to it than meets the eye… I open my project this morning, and the highlight on the texture icon is no longer… a slight blue line barely visible at bottom of icon, instead. That surely looks like what I was describing above!!! I am not sure if saving and closing the Editor has to do with it. …or if the type texture added is the key, …or if taking out all textures and adding a new (1st)one(as I just did) causes the behavior to change… flaky at least…
I hope this helps.