Thank you for the commentary. it is really helpful.
I kinda liked the effect, but you’re right, its a little to much.
However your division gives back really bland colors, so it needs some tweaking (i will experiment with it).
Those papers you gave me are really heavy, i looked into them and i understand a bit, so i will think about that.
At the moment i dont know how to continue, because i want to be able to zoom into those planets.
Using this method with an extremely large terrain, would stuff the whole video memory with textures in seconds, so i dont think this would be smart (generating takes a lot of time, so creating / deleting an texture for evrey chunk would be to slow im afraid).
As overall planet i could still use an texture but when i zoomed in a little, the texture would become much to large if i want to keep it detailed.
Like my experiments above im trying to edit the meshes itself, so i could render the whole stuff without depthmap texture.
This way i can break up evrey mesh if i need more detail, when i zoom in m ore and more.
However im afraid i cant achive the details i have now using texture splatting.