I am compiling a tiled output to produce a 10240X10240
using:
always use current render extents
always output all tiles
tile resolution: 1024x1024
tiles per side: 10 X 10
blending percentage: 25%
Merge on
share edge verts 0n
but when I assemble them or merge them I notice that slopes have missing pieces, whole lines cut into the texture it is really odd… here is a 1024X1024 (scaled down obviously):
The problem is that your blending area is too small - smaller than the area of influence of your erosion.
The solution is not using 1k² tiles but 2k² tiles. This removes 3/4 of the potential edges.
Second part of the solution is increasing the blending area.
Ok, that’s odd. Maybe there is a conceptual error in how blending works in contrast to how it had to work to do what we want.
I think I have an idea of what is going on - I’ll write a bug report.
As a temporary workaround: build it twice (I know) so that the seems in both builds appear in different places (that is, their dimensions have to be coprime. They also should probably be as close to each other as possible).
For example 5x5 @ 2048 and 7x7 @ 1463
If you imagine where the seams will be (see image) you’ll notice that where one file has a seem, the other one doesn’t*. So you can blend them together in Photoshop, masking the places were there are visible seams.
you need a 100% of the tile or just want to know about the look? The look is as though the terrain ended there… I guess a few 100% sized clips wouldn’t hurt.
In the basic coverage macro I have a red ! at the equalizer, but I didn’t mess with that part of the pipeline… I did mess with basic coverage but I had not gotten to that particular part to manipulate it. I only really messed with slope and height.
So the pure terrain, without all the overlay stuff, looks wrong too in 3D-view? So far it looks as if it were only a problem with the overlay not being blended correctly.
If I render it in 1 large image, none of these cut-offs are there. I can render the preview and it is all good. It is only the tiled output that is goofing for me, I just initially assumed I was doing it wrong and that is why the tiles were coming out mis-matched.