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 !!