Well I'm looking at the blend you're talking about Neons and I'm just not sure how they could implement any kind of painting with patches. I could see it working if the terrain patches in question could be turned into models inside DR, but that sounds like a nightmare operation in and of itself. Something that would be kinda interesting would be a height gradient blend mode. Where vertex z coords register create a heightmap (high areas getting a white coverage). It would likely establish the zeroed point of the selection to a center of origin, which could make gradient confinement unpredictable.
The proposed method would be something like an additional selection conversion type with the DR right click (kinda like set to static option). It would have several functions to handle that mode. Being a convert to model and a gradient based vertex color option handled in one click conversion. You probably would have to enable that as a finishing step, and would also have to setup a two stage vertex blend material in order to see the blend occur at run time. I doubt painting vertex colors in DR would be an easy feat which is why I suggest range based gradient. Possibly could have an adjustable center of origin to control gradient intensity?
That's the most realistic based operation I could see being implemented. Tell me your thoughts on this one guys?
Edited by Epifire, 14 May 2017 - 06:00 PM.