I have a very large terrain that is a about a mile x mile long, even a 16k texture is way too low res if you put the camera on a human height level.
In order to get good pixel density for painting, I have to have at least some 150-200 pixels density per meter, for example if I have a 10 x 10 meter plane and put a 2048x2048 texture on it, then that is 2048/10m = 204 pixels density per meter. Anything lower than 100 pix is way too low.
There are only 2 "easy" solutions I know:
To make hundreds of 10x10m tiles from the original terrain and put a new 2048x2048 tex on each tile or...
To put a single 320K texture on the entire terrain.
The second one is obviously not going to work unless you have a supercomputer and the first one will take centuries to complete and I am not even sure if Blender could handle that many objects, materials and all that. So is there a smarter way to do this?
Note that I strictly need to paint on the terrain, I don't want to just resize a single seamless UV, that would be easy, but it's not what I am looking for.
Also, I am doing this in order to export it to 3.rd party game engines and maybe sell the models, so I'd prefer a non or very low node based solution, since I am not sure how that would work with other programs.
Maybe related, maybe not, but terrains in GTA V don't look like they are made from just resizing a UV, however if you enter the game files via Open IV, you'll see that terrain sections use seamless 512 or 1024 grass/sand/etc. textures, but don't seem to have a "painted texture" laid on them....but at the same time the terrains look like they were actually painted, so how is this possible?