Methods that I've tried but look bad:
Splat mapping - Textures that are detailed at ground level (about 1m x 1m) tile very obviously.
Macro texture + detail textures - Can't really afford to have a decent resolution macro texture for the entire terrain. Looks good from far away but gets pretty bad as you get close.
Methods that look nice but not technically possible for me:
Per-tile procedural on GPU (see Outerra) - Can't afford the render-to-texture overhead for when terrain tiles are split.
Currently I'm leaning toward trying a larger scale splat map (say 1024m x 1024m textures) to avoid tiling and add detail textures on that. However, I don't really like the look of a stretched macro texture with a detail texture on it (looks very dated).
Are there any techniques that I haven't considered? I don't need fine control over textures so procedural approaches are fine. But it will need to include dirt/grass/sand/rock based on slope/altitude. All ideas are welcome.
Edited by colinhect, 17 July 2012 - 09:52 AM.






