# PBR texture splatting (up to 64 textures)

**URL:** <https://forum.babylonjs.com/t/pbr-texture-splatting-up-to-64-textures/1994>\
**Category:** Questions\
**Created:** [March 20, 2019, 7:48am UTC](https://forum.babylonjs.com/t/pbr-texture-splatting-up-to-64-textures/1994 "2019-03-20T07:48:08Z")\
**Posts on this page:** 1\
**Showing post:** 17

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**Author:** ![phaselock](https://avatars.discourse-cdn.com/v4/letter/p/da6949/32.png) [@phaselock](https://forum.babylonjs.com/u/phaselock)\
**Post date:** [April 17, 2019, 7:41am UTC](https://forum.babylonjs.com/t/pbr-texture-splatting-up-to-64-textures/1994/17 "2019-04-17T07:41:15Z")

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I put up a SS here: [Custommaterial and importmesh](https://forum.babylonjs.com/t/custommaterial-and-importmesh/2637/9) as I found a bug with pbrcustommaterial.

Its a very early prototype and the splatmap isn’t done yet as the terrain assignments are not yet complete. My use case is all square tiles hence the tiled look. I don’t see any obvious edge seams from my side. Using 1k splatmap, diffuse, normals, roughness and macro texture for testing purposes right now.

Hope it helps.

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