Since textures created for use on terrain are usually of 512x512, 1024x1024 or 2048x2048 resolution, it is difficult to obtain texture mapping across the surface that contains both a wide variety of detail and is free of visual tiling artifacts. If the texture UV scale is set large, tiling is often less noticeable and there appears to be more variety in far detail, but the terrain near to the camera usually looks blurry and the detail scale of objects in the texture such as grass or rocks appear larger than real-world. If the texture UV scale is set small, tiling is often very noticeable. The issues with this are that tiling can become more apparent as you look further into the distance, and that a specific size texture can only contain a specific amount of detail and variety, usually the smaller the texture resolution, the more noticeable the tiling and also much less detail. Blades of grass or small rocks should usually be scaled to a similar size of their real-world counterparts. In most cases, the UV scale for textures applied to terrain are adjusted so that the texture style looks relatively accurate for near-field viewing. There are a number of technical and artistic issues that plague level designers when attempting to create a realistic visual representation of a geological terrain style. In most cases there is a tradeoff between these two with current rendering hardware and software, where performance results in low realism, or high visual quality results in a significant performance penalty. There are two major considerations when designing the texturing system for terrain: performance and realistic detail. Please review the appropriate UDN pages if you require further information or if you need to brush up on any of these subjects.
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