For the approx 10 years I'm active in sl I can't recall a significant change on terrain. Perhaps it might be considered that it's time to update a bit. The system I would love to see is available in uUity. Multiple terrain maps in groups of 4 can be blended in the terrain in such way that a base layer for example grass can be applied over which different textures can be painted where opacity (masking) makes that a type can become 100% visible or 50% half. This way paths (river beds) can be designed straight on the land and variations can be given to the "base grass". I presume that multiple persons in Linden Lab will be accustomed to the feature in Unity. The usage of normal (heightmaps please) can add to realism.
Why is this feature important to you? How would it benefit the community?
An overall more natural and realistic feel of regions where the very common problem of patterns can be worked away. Less mesh object will have to be used which helps keeps rendering more effective. I do know that adding 2 sets of 4 will take more in rendering time but 4 would be already a huge Improvement.
Original Jira Fields
| Field | Value |
| ------------- | ------------- |
| Issue | BUG-229844 |
| Summary | Blending of terrain textures |
| Type | New Feature Request |
| Priority | Unset |
| Status | Accepted |
| Resolution | Accepted |
| Reporter | Zed Tremont (zed.tremont) |
| Created at | 2020-12-13T12:19:05Z |
| Updated at | 2021-01-06T19:27:42Z |
```
{
'Build Id': 'unset',
'Business Unit': ['Platform'],
'Date of First Response': '2021-01-06T13:27:42.024-0600',
'How would you like the feature to work?': 'For the approx 10 years I\'m active in sl I can\'t recall a significant change on terrain. Perhaps it might be considered that it\'s time to update a bit. The system I would love to see is available in uUity. Multiple terrain maps in groups of 4 can be blended in the terrain in such way that a base layer for example grass can be applied over which different textures can be painted where opacity (masking) makes that a type can become 100% visible or 50% half. This way paths (river beds) can be designed straight on the land and variations can be given to the "base grass". I presume that multiple persons in Linden Lab will be accustomed to the feature in Unity. The usage of normal (heightmaps please) can add to realism.',
'Original Reporter': 'Zed Tremont (zed.tremont)',
'ReOpened Count': 0.0,
'Severity': 'Unset',
'Target Viewer Version': 'viewer-development',
'Why is this feature important to you? How would it benefit the community?': 'An overall more natural and realistic feel of regions where the very common problem of patterns can be worked away. Less mesh object will have to be used which helps keeps rendering more effective. I do know that adding 2 sets of 4 will take more in rendering time but 4 would be already a huge Improvement.',
}
```
How would you like the feature to work?
For the approx 10 years I'm active in sl I can't recall a significant change on terrain. Perhaps it might be considered that it's time to update a bit. The system I would love to see is available in uUity. Multiple terrain maps in groups of 4 can be blended in the terrain in such way that a base layer for example grass can be applied over which different textures can be painted where opacity (masking) makes that a type can become 100% visible or 50% half. This way paths (river beds) can be designed straight on the land and variations can be given to the "base grass". I presume that multiple persons in Linden Lab will be accustomed to the feature in Unity. The usage of normal (heightmaps please) can add to realism.
Why is this feature important to you? How would it benefit the community?
An overall more natural and realistic feel of regions where the very common problem of patterns can be worked away. Less mesh object will have to be used which helps keeps rendering more effective. I do know that adding 2 sets of 4 will take more in rendering time but 4 would be already a huge Improvement.
Links
Related
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-229844 | | Summary | Blending of terrain textures | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Reporter | Zed Tremont (zed.tremont) | | Created at | 2020-12-13T12:19:05Z | | Updated at | 2021-01-06T19:27:42Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2021-01-06T13:27:42.024-0600', 'How would you like the feature to work?': 'For the approx 10 years I\'m active in sl I can\'t recall a significant change on terrain. Perhaps it might be considered that it\'s time to update a bit. The system I would love to see is available in uUity. Multiple terrain maps in groups of 4 can be blended in the terrain in such way that a base layer for example grass can be applied over which different textures can be painted where opacity (masking) makes that a type can become 100% visible or 50% half. This way paths (river beds) can be designed straight on the land and variations can be given to the "base grass". I presume that multiple persons in Linden Lab will be accustomed to the feature in Unity. The usage of normal (heightmaps please) can add to realism.', 'Original Reporter': 'Zed Tremont (zed.tremont)', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'An overall more natural and realistic feel of regions where the very common problem of patterns can be worked away. Less mesh object will have to be used which helps keeps rendering more effective. I do know that adding 2 sets of 4 will take more in rendering time but 4 would be already a huge Improvement.', } ```