Basically, it details a new approach to blending textures together that makes use of the height map to create a more convincing and realistic transition, the example used makes use of a sand and rock texture where the alpha channel is used to slowly ‘sink’ the rocks into the sand as the texture goes from rock to sand.
Can this be done in the BGE? Look at the screenshot below and see for yourself, it’s basically a novel way of texture blending using technology that already exists in most engines.
I believe the approach used by Matman is the traditional technique of doing straight texture blending (ie. a straight fade between two textures), and I think the one from Mpan3 doesn’t use so much in the way of traditional vertex painting (which is what is being done here).
This is basically a BGE realization of the technique shown in the article that is basically a nice little enhancement of the traditional terrain painting technique.
I was wondering if you could use this method for more then 2 textures? And if it can be done on geometry that is not a plane?
Sorry for bumping a pretty old post.
It should work for both of those situations, there is nothing in the node setup that would specifically limit it to two materials or a flat surface (as long as you have proper UV’s).