Hello,
I'm curious about techniques I can use with alpha splatting and l3dt alphamaps. L3dt often results in so many layers (this last map I generated has 10!) and for a PS 2.0 card I think one base texture and 3 alpha layers can be done in one pass. More than that and things get too slow.
So i've toyed with merging various layers that are similar and have lower coverage, but the bottom line is, the results of a single high resolution texture map looks better to me, then the splatting method. Of course the very high resolution version consumes too much texture memory and its starts to look pixelated up close. Splatting uses less memory, and you can avoid the close up pixelation but the overal terrain just doesnt look as good to me.
So can anyone recommend some techniques for getting closer to the best of both worlds?
Thanks.
-Mike