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  5. Distance Based Texturing

Distance Based Texturing

How it Looks within the M3BP Details Panel




What Each Setting Does Visually





Setting Definitions


  • Distance Till Transition Starts:
  • Distance based texturing changes both the distance at which the flatland normals change in strength as well as at what distance different textures turn into larger variants of themselves (It keeps tiling artifacts from showing up in the textures). This variable controls har far that transition starts, away from the player.
  • Transition Smoothness:
  • The smoothness of the distance-based transition.
    Flat Lands


  • Distant Large Normal Flatness:
  • The level of normal map intensity, when it is far away from the camera, applied to the large scale pattern which separates the Top from Bottom Layers (increased normal strength far away from the camera can give the illusion of extra geometry in the distance).
  • Distant Secondary Normal Flatness (Top):
  • The level of normal map intensity for the Top Layer, applied to the breakup noise pattern, when it is far away from the camera.
  • Distant Secondary Normal Flatness (Bottom):
  • The level of normal map intensity for the Bottom Layer, applied to the breakup noise pattern, when it is far away from the camera.
    Foothills


  • Distant Foothill Normal Flatness:
  • The level of normal map intensity in the distance, applied to the Foothills
  • Distant Foothill Texture Scale:
  • The tiling size of the Foothill Texture Set when it is viewed at a distance (Larger scale textures in the distance break up tiling repetitiveness of any texture set).

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