This video demonstrates a technique you can use to create large terrains on premade meshes using tiling textures. By scrambling the tiles, you can get rid of the repeating tiling artifacts that show up with simple texture mapping, and by using layers you can build up different biomes on the same mesh. It also includes normal and roughness maps to give your terrain extra realism.
It starts by showing how to create a node network in Blender that you can use to render in Eevee and Cycles. It then demonstrates using a shader library I developed to create the same effect in Godot.
Source files, including the Godot shader files and a Blender scene that contains the shader nework developed in this video:
https://github.com/blackears/terrain_...
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0:00 Intro
0:45 Downloading texture assets
1:12 Setting up the mesh
2:28 Making a traditional texture shader
3:15 Scrambled Tile Theory
3:50 Making a tile scramble node for our shader
6:57 Showing mesh tiling
7:08 Creating the first layer for the shader
10:25 Painting the mask for the first layer
11:04 Adding more layers
12:04 Combining masks into a single texture
16:26 Creating a new Godot project
15:03 Adding base layer to our terrain
16:06 Adding a second layer
17:44 Adding more layers
18:28 Discussion of shader code
19:45 Outro