I'm posting this to save anyone new to Korman 0.9 to save themselves a lot of time playing around trying to get the Plasma "detail blending" to work correctly.
Currently there is nothing in the wiki (that I could find) to explain how to get this function working with Korman.
Materials with a "detail" texture layer were something that I used with Pyprp as I hate materials that are blurry or pixilated when you get close to them. This is particularly noticeable with large areas (walls, floors, terrains) that you don't want to be horrible from a distance (to repetitive) - or close up (blurry/pixellated). Good UV mapping helps but, alone, cannot stop this from happening with large surfaces. Using a "detail" texture layer solves this by slowly replacing/merging/blending one texture into another as the camera gets closer to the object.
Having played around with it for a couple of DAYS I finally figured it out this works with the Korman plugin and I now have it working perfectly in tPots exports from Blender. (I have not set up a MOULa export option so I have no way of knowing if this is different for MOULa based games, but I suspect not).
It's actually very simple ... once you know how.
The main difference between using this blending type in Pyprp and Korman is that your texture does NOT need an alpha channel and, in fact, I found images with NO alpha gave me the best results. You can also use the same .png image file for both the "distance" texture and the "detail" texture.
Here's what I did:
(I am assuming you are familiar with creating "normal" materials using texture layer(s) with image files)
Create the new object, make sure its selected in the 3D window and then:
a) In the Properties Panel, click on the Material button and add new material and rename it. (I used "detail texture test object") but it can be anything
b) Click the Texture panel icon and add a single texture layer and rename it (I used "far", but you can use any name).
c) Use a NON-transparent .png image file. and UV map it so it looks good from a distance
d) In the Texture Panel add a second new texture layer and rename it (I used "closeup" but it can be anything).In the Image panel, use the dropdown button and select the same png file (mine is called BareGround.png).
so you should have something like this ...
Now check all the properties panels in both texture layers ... and make sure any boxes with reference to "Alpha" are UNchecked. Some are checked by default. Uncheck them.
Now, this is where the magic happens....
For the "closeup" texture layer, in the "Mapping" panel and change the size for x,y and z from 1 to ... 8.
Look in your 3d window and you'll see the texture has become much smaller. Increase (or decrease) this value until the uv mapping in your 3D window is how you want the object to look in Uru when you are close up.
Finally, still in your "closeup" texture layer, you need to scroll down to the Plasma Layer Options panel, tick the "Detail Blending" checkbox and change the values to these...
(You can play around with them but these seem pretty ok to me for most purposes).
Not: The Plasma Detail Blending only affects the one layer (above it) in the texture layers panel. This means you can use it with stencils as if the two texture layers were just a single layer.
You can see here how it looks below, though these are not great screenshots.