A day later.
When you first look at today’s screenshot you I’m sure you thinking what have she done all day, so little progress. Well in my stubborn opinion I’ve made an important breakthrough. I’ve solved a problem I’ve tried to solve for a very long time.
I want to create 3 or more types of terrain that gradually overlap and interchange over distance and altitude. For example a grassy flatland with some hills and patches of forest gradually become forested hills (circled in red on riftscreen2.jpg). Previously I resorted to overlapping plates of terrain to solve it, but it left “scars” that had to be blended or smeared over in a later stage.
Today I cracked it! The solution was as is often the case very simple. The materials I use for this terrain have 3 components. The top one circled are the low altitude texture and the one beneath is the high altitude texture. Component C is an altitude “disturbance” that makes the interaction between the altitudes a bit fuzzy and not absolute.
Note that the textures varies from northwest to south east from grass to hills for comp. A and hills to forest and back to hills for comp. B. Rendered it gives a smooth and realistic passing between the terrain types.