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Landscape Hole Material Not Showing

So this is a continuation of my last post since it is unresolved and I found another bug/glitch.

Here it is with the last one as well!

alt text

Shown by the painted arrows, you can see the hole that won't clear up and the new bug that won't let me see my new landscape hole material. Everything is connected just like the landscape normal material.

A few pointers:

  • I already had a landscape hole material painted on it and then I changed the hole material with the paint on it already could affect it.

  • The other landscape where you can see the green grass is the updated material, I cannot see any of this where it is the basic ground colour.

  • Just quickly set up the grass material to see if it would look good, no official names for the layer info or anything

  • Just took out the layer info for it and it fixed 2 of the other landscapes that were also messing up but not the arrowed one stillllllllll.

  • Edit* forgot to mention I also defaulted the land and put the hole material back on and it still did the grey thing and now about to try my old hole material to see if it still will. In which case it didn't, rather placing back the layer info from the old material.... -.-

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asked Nov 15 '14 at 06:23 PM in Using UE4

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avatar image W4R-G4SM1C Nov 15 '14 at 06:24 PM

Not using the preview engine so 4.5

avatar image W4R-G4SM1C Nov 15 '14 at 06:45 PM

Just reput the hole material on it without the grass layer info and it worked and then put the layer info on and it's not accepting the layer info for some reason..

avatar image W4R-G4SM1C Nov 16 '14 at 12:21 AM

Well I feel like a dumb ass, it's in the layer info itself. The material blueprint.. :/ Fixing up now. But still, the hole though?

avatar image W4R-G4SM1C Nov 16 '14 at 07:40 PM

Well I fixed it up and it's not allowing more than 3 height materials, is that a known limitation?

avatar image DotCam Nov 16 '14 at 07:59 PM

In 4.5.1 and before the maximum number of texture samples per material is 16, and some of these samples are used up automatically by the engine. To check if this is the reason, go to "Window -> Stats" and you will see the last line in the stats tells you how many samplers are being used. In version 4.6 this limit will be increased to 128 by using shared samples.

If you are under the limit can you please post a screenshot of your material setup? I can take a look for you and see what happening.

avatar image W4R-G4SM1C Nov 17 '14 at 03:01 AM

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I have about 8 different textures and times 2 for the normal would be 16, makes sense. Care to direct me to more details about this shared textured thing?

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1 answer: sort voted first

Sorry for the delay I didn't notice your response... :)

In this thread on the forums DanielW explains some of the details, and in the 4.6 preview thread here there is some more info.

To use the new feature simply select a TextureSample node, and in the details panel set is to a Shared Sampler - Wrap type, depending on your textures you may need to use the clamp instead, to find out double click on a texture asset and check the details panel for clamp or wrap.

Hope that helps!

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answered Nov 19 '14 at 05:38 PM

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avatar image W4R-G4SM1C Nov 19 '14 at 05:50 PM

Thanks man, much appreciated and with the extra 112 textures I'm sure the extra 4 that I need will not even touch the memory. :P

avatar image W4R-G4SM1C Nov 19 '14 at 05:53 PM

Resolveddd except that random hole, we'll have to see once the stable 4.6 is out. :P

avatar image W4R-G4SM1C Nov 19 '14 at 11:18 PM

Scratch that! I moved to the new engine, I love you guys! Instant resolutions on the issues that are asked by the community!

avatar image W4R-G4SM1C Nov 20 '14 at 03:09 AM

So 4.6 made the hole worse. :/

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avatar image W4R-G4SM1C Nov 20 '14 at 03:22 AM

My fix/work around was going into the original map and then put an unnecessary sized brush over it like 50, 000 and it filled it; these strokes were from me trying to put holes into this quad when it wasn't showing but showing that random hole.

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