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Pablo Rodriguez

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
  • 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”
  • 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:
    1. UV Tile (0,0 priority)
    2. Macro Variation
      • Texture & contrast
      • Scale controls
    3. Distance Blending
    4. Layer Tinting
    5. 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