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 Terrain Blending (6 of 6) Previous Page Articles page
Final Blend The image to the left shows both the short and long terrain blending sections in place and the final blending example is complete.

The sand and the grass smoothly blend from the left to the right while a sheet of gravel is scattered across the top, revealing the ground below via glimpses from an alpha channel.

At this point the final blending system can be used successfully with high contrast textures and custom alpha channels.

With the possibilities of variable length blends stacked on top of each other, the look of the terrain can now have different blend types that are not too difficult to implement.
Click on the above image for a larger version
Dotproduct2 The final dusting on the sandy cake is to add a dotproduct shader command to the relevant material shaders. This will allow the alpha fade values to also be affected by the angle of the terrain surface.

The number of alpha fade brushes used on the terrain can be reduced because the dotproduct blending will fill in the gaps better with more varied texture blending.

Dotproduct is not a magic ingredient that makes texture blending look better. The terrain surface has to be angled to start with and the blends should be in good positions so that the textures have time to develop.
Click on the above image for a larger version
 Alpha Tweaky    
One advantage to having the secondary layer alpha channel not hiding the swap over of the primary texture underneath is that it can easily be changed to produce nice subtle texture blending effects. Below are three examples of the alpha channel on the gravel being changed and how it effects the balance of the primary textures.

The last image at the bottom of the page shows the terrain textures being swapped for a different style and the alpha channel being tweaked to suit the new look. All this was done without any changes to the terrain shape or the texture blending setup.

Alpha Channel Difference

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