I haven't thought of it before, but is there a way to map a terrain evenly? What I would do is subdivide a plane, asign to it a texture and then sculpt it to make it uniform. But, from the sculpting process the texture suffers as a result because it stretches as I sculpt. Here's what I mean (These are low poly examples just for demonstration, but with high poly count they can be made to look the same, but the texture suffers) - What I do -
How I think should be done -
As I do it (image 3) if the terrain was flat, the texture will be evenly mapped along the mesh.
But on a bumpy terrain the texture will stretch (Image 4)
That wouldn't happen on an even topology (image 2).
Is this a topology issue or a mapping issue? Is there a solution for this?
Note - I want to map a terrain without squishing and stretching at all. Is it possible?