catchyid Posted October 4 Share Posted October 4 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 Quote Link to comment Share on other sites More sharing options...
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