Jump to content

Texture splatting/blending


Convergence
 Share

Recommended Posts

The Worldmonger demo has a custom shader for the ground mesh, that blends multiples textures smoothly according to height. Since Babylon seems to employ the "KISS" principle, would it be possible for this texture feature - a staple in worldbuilding - to make it into the Babylon engine? 

 

Currently I'm using multiple groundMeshes with opacityMaps to achieve a similar effect, but it is a bit of a crude and performance inhibiting work-around.

 

I know Babylon has a multimaterial of sorts, but it only supports hard edges instead of smooth (and only one texture per face), and it is a bit hard to work.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...