Description
Textured landscapes with significant height variation that are generated without triplanar generally look pretty bad, especially if the textures are more complex. Currently, from what I can tell, triplanar is supported only on the material attached to the main 3D object, but terrain typically uses a few textures for variation, such as when using heatmaps or splatmaps in 3DC. The workflow that I think makes sense is going from splatmap/heatmap for textures on the terrain and then applying triplanar to each of the channels/textures. It seems like this would really improve the look of terrain generated and textures in 3DC as well as when importing such models from other software packages!