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Anyone discovered how the splatmapping works?


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Hello KarelAnker,


You are right, I'm writing the documentation with a playground example. For now, you can use this commented code:

// Create materialvar terrain = new BABYLON.TerrainMaterial("terrain", scene);// Set specular colorterrain.specularColor = new BABYLON.Color3(0.5, 0.5, 0.5);terrain.specularPower = 64;// Set the mix texture (RGB). Each color channel represents the intensity of the following// diffuse textures (R: diffuseTexture1, G: diffuseTexture2, B: diffuseTexture3)// Such as https://github.com/BabylonJS/Babylon.js/blob/master/materialsLibrary/test/textures/mixMap.pngterrain.mixTexture = new BABYLON.Texture("textures/mixMap.png", scene);// Set the 3 diffuse textures (required)terrain.diffuseTexture1 = new BABYLON.Texture("textures/grass.png", scene); // Red, grass textureterrain.diffuseTexture2 = new BABYLON.Texture("textures/rock.png", scene); // Green, rock textureterrain.diffuseTexture3 = new BABYLON.Texture("textures/floor.png", scene); // Blue, floor texture// Add bump maps (not required)terrain.bumpTexture1 = new BABYLON.Texture("textures/grassn.png", scene);terrain.bumpTexture2 = new BABYLON.Texture("textures/rockn.png", scene);terrain.bumpTexture3 = new BABYLON.Texture("textures/floor_bump.png", scene);
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