Uber efficient use of textures for terrain rendering
Traditionally, for a terrain this size, one will need an 8k texture at minimum. The landscape is rendered using a single 2028x2048 texture and one 512x512 texture.
This post is inspired by Andrew Maximov’s article. In which he explores the limitations of traditional diffuse colour textures, and proposes a shader based semi-procedural texturing approach.
This is that method in Blender.
Download the Blend file here Here is the texture use break-down
- Combined.tga R Channel: Dirt texture
- Combined.tga G Channel: Grass texture
- Combined.tga B Channel: Rock texture
- Mask.tga R Channel: Gradient Map (used to control which of the textures (Dirt, Grass, Rock) to use)
- Mask.tga G Channel: Light Map (Ambient Occlusion)
- Mask.tga B Channel: Specular Map
To see how these textures are being used, take a look at the nodal material setup in Blender.
