Thanks for the advice!
I'll try to make it a little more clear what sort of thing I am talking about. Suppose you want to create a very specific mountain or rock outcrop or something and don't want something random. You'll never get exactly what you want with procedurals. Or you'll spend way too much time trying to control the random fractals. And suppose that this geologic feature blends smoothly into the surrounding terrain. This feature has many color details that you want, not just shape. For example, you might have a sandstone outcrop that has a certain pattern of colored bumps, but only in certain places. And maybe it has some of those dark stains from where the water runs down. Or maybe you want a snow cornice hanging over some bare rock on your mountain. Or maybe you want a crashing wave and want to manually paint the foam pattern climbing up under the curl. A great way to really get just exactly what you want is to sculpt it manually and to paint at least part of its texture by hand.
If this feature has overhangs, you must either use vector displacement or import a separate object. And if you want to paint the colors on the object manually, to get your stains in the exact places you want them, maybe to put petroglyphs under the overhang or something, chalk marks on climbing holds, or whatever else, you need a way to get the texture map that you polypainted exactly matched up with the surface. Obviously, this can be done with imported objects with no problem. But imported objects don't necessarily blend very nicely into surrounding terrain. So in some cases, it would be nice to be able to map a texture precisely to a localized vector displacement of the planet surface, such that areas under an overhang have unique texture coordinates.
If you just project a texture from above, it doesn't work correctly. The texture will stretch down vertical faces. Underhangs will have the same texture as the surface on top. The texture won't wrap around and conform to the displaced shape. And UV mapping does something rather similar. I have no idea how it is mapping it exactly.
If you've used ZBrush much, you'll know that really cool things could be done texture and shape-wise on things like rock outcrops by sculpting and coloring at the same time. Try this, for example, just for a taste. Sculpt a basic shape. Change the matcap to something light like SkinShade4. Fill the object with a light, warm, neutral base polypaint color. Then select the fracture brush. Turn on RGB for that brush in addition to Zadd. Select a color such as a dark brown. Then start playing with the brush on this object. If you use custom brushes with higher resolution custom brush alphas, you can do all sorts of wonderful textural things that would suit geological stuff very well.
I haven't done anything serious to show with this sort of approach yet. I was experimenting to see if it would even work first, before investing a lot of time sculpting and texturing some object. In particular, I am exploring some ideas for the Iceland contest. I'd like to maybe reproduce some specific landscape features if it is possible to bring them into TG properly.
Anyway, here are some images showing what I get in my tests. If there is a way to get it to work properly, I'd greatly appreciate the help.
Plan Y:
[attachimg=1]
UV:
[attachimg=2]