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Best Water Method for Large Landscape?

OK, so here's the situation, I'm trying to figure out the most efficient way to do the water level plane(s) for my 4km Landscape. My water material is mapped in world space, using scaled world location X and Y coords as texture UVs. At the moment I've got a bunch of planes of various scales so as to avoid unnecessary use of the water under the Landscape. Is that a foolish idea? Or would I be better served just using a single simple plane that's big enough for the Landscape's scale?

Visually, there is no difference so I guess performance is my biggest concern, but it doesn't seem to have much impact as I have it now, but my setup is pretty good. Though, management of all the planes can be slightly unwieldy.

Any feedback would be appreciated. Thanks!

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asked Apr 08 '16 at 04:26 AM in Rendering

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I would break it into manageable chunks for future proofing and affecting various water levels independently. Also this would allow you to have more verts on specific bodies of water if you decided to use displacement in the future. My thought is the expense should be similar either way unless there is some bounds or such issue i'm not thinking of.

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answered Apr 09 '16 at 02:27 AM

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