I was watching Jesse's video about the tiling and wondered if it was possible for post tile effects be used to break up repetition - unfortunately it seems to break at the seams - not sure if this is anything that can be fixed, or just the way it works.
The Terrain Tile operator has some tools to do post-FX edge blending, they're just still undocumented (as is all the terrain stuff at the moment).
There are two main ways to blend mis-matched tiles:
1) Place a Terrain Tile operator at the end of your event and set its mode to 'blend adjacent tile seams'. This is the simplest method, but depending on how different your tiles are, may not produce perfectly invisible seams (the edges will line up perfectly and there will be no gaps between tiles, but the seam where the tiles connect may still be visible).
2) A much more effective method, that is slightly more complex, is the "advanced overlap blending" mode of the Terran Tile operator. For this one, you'll first want to setup all of your tiles (using the methods you're already using to copy them or whatever)...and then *before* you add any of your FX operators, you'll want to add a Terrain Tile operator and set its mode to 'advanced overlap blending'. Then *after* all of your FX operators, you'll add another Terrain Tile operator in 'advanced overlap blending' and also set the blending mode to "blend tiles (shrink)". This should create perfectly seamless tiles without any visible seams. You may need to adjust the "overlap %" value in the Terrain Tile operator placed before your FX operators, depending on your setup, to get the perfect seamlessness.
In both scenarios, your tiles need to be lined up perfectly for the algorithms to detect adjacency. Based on your screenshot, you're already doing this...but if you end up moving tiles around using a Terrain Transform operator, for example, make sure your typed-in offset values are exact.
Here's a file that shows how to use 'advanced overlap blending' mode.
Notice the setup: I start by creating a slope and then subdividing the slope into 4 tiles with the Terrain Tile operator (in 'subdivide' mode).
Then I add noise and FX....If you disable all of the Terrain Tile operators (the ones in 'overlap' mode), you'll see the seams are all visible. Re-enable those two Tile operators and they disappear. Enable the Terrain Transform operator at the end and you'll see where the tiles are located (because it scales them down a bit).
(02-09-2023, 04:53 PM)tyFlow Wrote: Here's a file that shows how to use 'advanced overlap blending' mode.
Notice the setup: I start by creating a slope and then subdividing the slope into 4 tiles with the Terrain Tile operator (in 'subdivide' mode).
Then I add noise and FX....If you disable all of the Terrain Tile operators (the ones in 'overlap' mode), you'll see the seams are all visible. Re-enable those two Tile operators and they disappear. Enable the Terrain Transform operator at the end and you'll see where the tiles are located (because it scales them down a bit).
Hope this helps.
Hey there,
So, I'm trying this scene out, everything is working, apart from when I add a Terrain Colour, then the seam is very visible .
Is there a setting I'm missing , I've tried moving the colour up and down the "stack" ,but it doesn't get rid of seam.