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an other method to get good grass is a special home grown method here (but no displacement)
Another solution, instead of stitching the maps together manually, is to use two maps and a falloff to blend them... then the closeup stuff uses the top-down map, and the faraway uses the eye-height perspective.
Is it normal, that the texture lost so much detail after rendering?
Do a search for bitmap filtering... that's what is bluring your bitmaps when you get at a narrow surface angle.
Thanks for the hint. In VfR we have a filter option at the texture UI of the materials (midmap/summedarea/none). Is it this? I set filter"none". Or is there a global option at Max, that is at VfR behind the UI at a to high value? ...... I open my old test scene and render again ... it works fine today. .... one of this shut-down-and-restart-and-bug-is-fixed-bugs.
an other method to get good grass is a special home grown method here (but no displacement)
Another solution, instead of stitching the maps together manually, is to use two maps and a falloff to blend them... then the closeup stuff uses the top-down map, and the faraway uses the eye-height perspective.
Interesting. I suppose so, the blend area could look not perfect. But the best solutionof this method is the extrem high res park environment from flickr.com.
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