Hi everyone,
I am working on a terrain system in Babylon.js and want to create a shader / material setup where two different materials (e.g. grass and rock) blend together based on either vertex color / heightmap values. ![]()
The goal is to get more natural-looking terrain transitions without relying on large texture splat maps or multiple draw calls. Is this possible using ShaderMaterial or Node Material Editor? ![]()
I’ve seen the mix() function used in GLSL to blend between textures; but I’m not sure how to cleanly integrate that into Babylon’s material system. ![]()
I also came across some height-based blending demos using custom shaders, but I’m unsure how to hook them up to dynamically loaded terrain meshes with varying vertex colors. Ideally; I’d like to avoid duplicating geometry or splitting the mesh for performance reasons. ![]()
Checked https://doc.babylonjs.com/features/featuresDeepDive/materials/node_material/nodeMaterial_ Splunk course guide related to this and found it quite informative.
Is there a recommended workflow or example project that shows how to do vertex-based or height-based texture/material blending in Babylon.js? ![]()
Thank you !! ![]()