Distance Based Texture Blending for landscape

Hi all,

In order to texture a huge landscape I’m searching the best way to blend a texture based on distance , I would like to have something like :

  • Very far distance : plain color
  • far distance : texture with large tiles to avoid the ‘squared’ effect
  • close distance: same texture but more detailed

Any help/guidance/tutorials/screenshots would be appreciated

Cheers

These threads should answer that:

(the distance node already exists in UE4, so no need to recreate that graph set)

Another helpful thread:

Using this approach (Lerp) does have some draw backs. When you gradually get closer to the threshold, and there’s some distinguishable pattern in the “far” texture, it will gradually dissapear. Hope someone else who’s been doing this, have a better way of blending in between the “far” and “closeup” textures. So far i’ve tried also to add a constant of 0.5 to the “far” texture, then lerp it with the “near” and then multiply them to get a bit better result. But it causes some of the “near” texture to always show through, even at a distance (obviously, since i just multiply them together always), but question is if someone else found a better way of blending?