Patrick Gladys · Environment ArtistOkay, so it is the exact same texture every single time.
Jared Huckaby · Host, CommunityLike when we had that blob at the beginning, some places we had one blob, some places we had two blobs.
Patrick Gladys · Environment ArtistExactly. The blob was probably the best example for that. But fundamentally, it's the thing that I've already explained to you. The third patch here is isolated, right? There's no third patch around it. But if we check this spot, for example, there are two patches next to one another. So what the planet tech does for us, let's take these mountains, for instance: it takes a height map and then it starts shifting it around, and then it starts blending it with itself. So you will get to see a somewhat new and unique look every single time you pass by this height map, because it's blended together with its surroundings in a new way every single time. So yes, it is a little different every single time, but it's still the same texture. We have these tricks and processes that allow us to make it look super unique by shifting the information around, blending it with all its surroundings. And the cool thing is every other height map does the same. And by that, you get this huge mumbo jumbo of blended height maps and everything looks kind of unique.
Jared Huckaby · Host, CommunitySo one version of three is blended with two and four, so it looks one way, and then another version of three is blended with 14 and 15, so it looks different.
Patrick Gladys · Environment ArtistYeah, every height map affects all the other height maps.