About creating detail textures

@hinerl01 You’re most welcome! Concerning original post though:

The original post is about getting details fit from a “player’s perspective”, closer than 2 meters or thereabouts. A 1:1 megatexture created with wm (where an 8k terrain has a corresponding 8k texture), would produce a detail level of 1m/pixel within a game environment (usually, or at least by default). This megatexture would fail to provide any detail at any camera closer than 200-300m (for an 8km square, 8k resolution terrain and texture, for reference). The higher you go with scale, the more detail you lose. All of my own megatextures would show this problem when used within a game engine (that’s why I’ve packed 8k “weightmaps” with every terrain for assets that ended up as paid products).

The solution to original posters question is given by @HYLK perfectly. For any kind of detail where the camera is closer than 100m from the terrain, you need to build your “Terrain Shader” within your target engine, using weightmaps from world machine. In engine, you can stream a dynamic detail level procedurally, aided with guides you exported from world machine. Best of both worlds. You can still use your megatexture for features about 300m to 500m away from your player. But closer up details are best done procedurally, “In-Engine”.

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