Distance Blending
- Distance Blending Purpose:
- Solves far-distance tiling issues
- “Keep close detail, fix distant views”
- Uses two UV sets:
- Near (close-up view)
- Far (distant view)
- Implementation Setup:
-
Duplicate UV Sets:
- Create near/far parameters per layer
- Need two texture sets
-
Distance Blend Node:
- Key Parameters:
- Blend Range (default: 100)
- Blend Offset (default: -1000)
- “Larger values needed for landscapes”
- Controls transition between sets
- Key Parameters:
- Texture Blending Process:
-
Linear Interpolate (Lerp):
- Alpha = Distance blend
- Blend between:
- Normal maps
- Base colors
-
ORD Maps Special Handling:
- Break into components
- Blend individual channels:
- R = Ambient Occlusion
- G = Roughness
- B = Displacement
- Organization Tips:
- “Use named reroute for distance blend”
- “Separate UV tile comments”
- “Color code layers (R,G,B)”
- “Save often - crashes can happen”
Part 2
Section titled “Part 2”- Distance Blending Implementation:
- Process Per Layer:
- Duplicate UV networks
- Apply tinting variation to both sets
- Linear interpolate between sets using:
- Normal maps
- Base colors
- ORD maps (broken into RGB)
- Key Parameters:
- Blend Controls:
- Offset: “Distance where blend starts”
- Range: “Distance over which blend occurs”
- Default values:
- Blend Range: 1000
- Blend Offset: -1000
- “Must adjust per landscape”
- Organization Structure:
- Parameter Groups:
- UV Tile (0,0 priority)
- Macro Variation
- Texture & contrast
- Scale controls
- Distance Blending
- Layer Tinting
- Layer Textures
- Fine-Tuning Tips:
- Test in play mode
- Check both:
- Close-up view
- Bird’s eye view
- “Adjust values until tiling invisible”
- “Use F8 for real-time adjustments”
- Final Result:
- “Significant improvement over basic tiling”
- Combines:
- Macro variation
- Tinting variation
- Distance blending