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Open World (Terrain) Continuity question


catchyid

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Hi, 

I am learning Height Fields (check blocking below, 1km x 1km ).  I need the close up terrain to have super high res volume, whereas the back moutain terrain have low res volume. If I use high res grid for the entire terrain, I will run out of memory,  so I used tiling.  However I have the following setbacks:

1-After processing each tile,  when I put the corresponding mesh of each tile together, I can see different in heights (curl noise, or mask blurs will cause that near borders) --> Is there any efficient way to make tiles continous, i.e. without visible differences at the borders? The only solution I have is to post-process and blend/deform meshes near the border , match res then try to stitch. Another "silly" solution is to add rocks, vegation, fog near the borders to hide them !!!

2-Tiny question: I need the terrain tiles to have different sizes, Is there any node that takes a terrain and cutting grids and produces the correspnding tiles?

Tx

 

 

image.thumb.png.666382dbee6d0824a21eaff833c6a3b4.png

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