I still don't quite see the relevance to using a 'blendmap' ( fancy name for colormap, which most standalone terrain apps produce as output ) , given the mention on these forums for using it, 'seems' to offer more control than stencil, and is easier to use ? I don't see how needing to setup shaders is easier than simply using the incredibly easy stencilmap in blender ( you don't even really need to use stencils, as you just make your model, unwrap it , load your textures, go into texture paint, , and click 'new', click on a texture as they load in the popup GUI that comes up,and start painting your model).
I think what is getting lost here, is that fact that no one is discussing 'how' you create a blendmap How is it done ?
I've never seen any blender tutorial refer to blendmaps, colormaps or anything, but if someone has a tutorial somewhere, that would be awesome, but until then at least in blender, Ill continue to use the very simple procedure of adding new textures, unwrapping mesh, go into texture paint mode, choose 'texture' in viewport shading, see over at far left of blender UI where you see a colorwheel, go down past 'alpha' that is checked, and down past that is <Texture, so click on the arrow, and click inside a red and white checked image and choose which texture you want , and then start painting . When done export to Maratis, it worked here so it should for others. This might seem crazy complicated at first, but then anything is at first.
Cheers
Gm