Terrain Painting
tracked
RestrainedRaptor Resident
LL recently released a teaser trailer for PBR + triplanar mapping on terrain: https://www.youtube.com/watch?v=Qmbws6tNwMw
However, the same old issues will presumably remain the same:
- You can only specify the low and high points for texture blending in each corner of the region.
- The viewer will then determine how the textures blend together.
- The blending is random, and done on the client side, so everyone sees a different terrain!
For those reasons, region owners have extremely limited control over their land, and that's why most people don't even bother using it, resorting to mesh instead. I have personally tried to make beaches in the past and found it absolutely impossible without setting the min blend heights very high, or setting all 4 textures to be the same.
Region owners need the ability to actually paint (like vertex painting) the terrain, in a similar way to the terraforming tools. 4 textures/materials is probably enough for most people, but more might be nice. This would allow the creation of designated themed spaces, beaches, paths, and more.
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Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
NeoBokrug Elytis
I made an old feature request that's pretty detailed, and applicable: https://github.com/secondlife/jira-archive/issues/8548
Eren Padar
I have often thought it a shame that I can't set my own textures on my parcel. In real life, people have different types of grass in their yards, farms have different types of crops, etc. To be forced to use whatever nasty texture that exists on a region is a shame. Currently the only way I know of to circumvent this is to create "land meshes" that fit the curvature of the land. That is both a major pain and consumes resources.
Rosa Hexem
Vertex painting terrain materials would be great. Uploading a texture map where the values are stored in the channels for the 4 textures being applied to the terrain would also be fine by me too, though this might conflict with the suggestion for terrain textures per parcel that's been tracked here https://feedback.secondlife.com/feature-requests/p/parcel-terrain-texture
Cynos3D Resident
Rosa Hexem Lol.. that really is the most 2003 thing i still see every day on SL, it's going to look even weirder with pbr material and roughness / metallic blending, so much artifacting on the transition borders.