Comments (2)
I'm still using Godot 3 if that matters.
It matters, as I stopped updating this version for years, which is very old at this point.
splatmap.set_pixel(x, z, Color(0.5,0.5,0,0));
Assuming you use Classic4, that should work. I don't know why it doesn't in your case.
Maybe one thing that could affect it is depth blending: if both textures have the same weight but different heights, then equal weights doesnt necessarily mean there will be 50% of each visible. The one with the highest depth will remain visible for longer.
But if you don't use that feature, then I don't know.
from godot_heightmap_plugin.
I'm still using Godot 3 if that matters.
It matters, as I stopped updating this version for years, which is very old at this point.
I see, thx for taking your time to help me with that old version :)
splatmap.set_pixel(x, z, Color(0.5,0.5,0,0));
Assuming you use Classic4, that should work. I don't know why it doesn't in your case. Maybe one thing that could affect it is depth blending: if both textures have the same weight but different heights, then equal weights doesnt necessarily mean there will be 50% of each visible. The one with the highest depth will remain visible for longer. But if you don't use that feature, then I don't know.
I gave it a try with either different weights (like 40% / 60%). Also I don't use depth blending.
And I tried it with both Classic4 and Classic4Lite shader.
from godot_heightmap_plugin.
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