15 votes Vote

Easier way to paint the terrain using Microsplat

I'm sure many had that problem but it could be great to have a better workflow to paint textures on the terrain when you use Microsplat.

I have read many solutions so far like converting to Microsplat at the end, but this is very painful when you have a lot of chunks and modification in Microsplat's setting.
We also exchanged e-mails about this and proposed to add textures un parallel to the Microsplat ones, unfortunately I end up with a lot of textures un double (multiple biomes using the same textures) and I can't manage to make it work.

Would it be possible to find a way to allow both the custom splatmap (Microsplat) to work with the manual painting?

mick129, 19.09.2020, 17:14
Idea status: completed

Comments

Penhoat, 23.09.2020, 17:03
Yes please! Like you mentioned, there's downsides to both methods. So ideally the node would just support this!
Wraith, 23.09.2020, 17:48
The thing is not in node. It's the way MicroSplat works - to paint it takes terrainData splatmap and converts it to textures. So to make it work standard splats should be applied to terrain anyways. I can combine standard texture output with the MicroSplat one I guess. However it will still have the drawbacks of using these two nodes together - in performance and memory usage. Might be a bit more convenient to link one node except two, though.
Michael, 23.09.2020, 21:20
I am not really an expert in the fiels but if a solution work at a certain performance cost, that would still be a huge win.
Penhoat, 26.09.2020, 18:28
Sounds great! I love MM2, and think it's the best terrain creation tool out there. However MicroSplat is the best terrain shader out there, and ideal they'd work perfectly well together.
Wraith, 14.12.2020, 11:33
Done for 2.1.0
pure_luck, 12.02.2021, 17:20
Thanks! I am waiting for this update.

It could make texture-based spawner systems to work correctly with MM + MicroSplat, like BHS Crux which really doesn't have an alternative.

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