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Landscape Visibility material bug

I'm having an issue with landscape visibility. I added the masked material to my landscape, and am able to properly cut holes into my terrain - yet for some reason the component where the quads are being affected are changing to a grey texture. I tried resetting the materials, and building the map to no avail. I have 2 components that are grey from 2 different holes. Anyone else come across this that can provide assistance?

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asked Mar 24 '14 at 06:49 AM in Bug Reports

avatar image

SE_JonF
66 5 6 7

avatar image SE_JonF Mar 25 '14 at 04:27 AM

No help at all?

avatar image ddvlost STAFF Mar 25 '14 at 05:35 AM

Did you setup hole material as described here? link

avatar image SE_JonF Mar 26 '14 at 02:18 AM

Yes, my materials were setup properly as instructed by the documentation. My hole material is separate from my landscape material, per the advisement regarding performance. The issue isn't cutting holes, I can do that due to the material being properly applied/constructed. My issue is that the component the hole is cut within changes its color to grey. My landscape material no longer works there. Attempting to repaint it does me no good either.

avatar image Tom Shannon Mar 28 '14 at 07:00 PM

I had the same problem on my end. The only way I was able to fix it was by actually painting in my layers over the grey/black stuff that appeared. The Landscapes are a bit glitchy!

avatar image SE_JonF Mar 31 '14 at 08:23 AM

I've tried this before coming here, it didn't work. That was actually one of the first things I tried. Still no solution. The only thing that seems to work is if I merge the landscape hole material with my color material. The documentation advises against that though due to performance issues. I'm not sure why a separate material is producing this issue.

avatar image OSIAS Apr 06 '14 at 02:13 PM

This doesn't work for me either it just turns that component of that section gray and doesn't mask the terrain.

If I make the visibility on its own channel it will hide the terrain but make that whole section of component go black and un-paintable.

BUG

avatar image RyanB STAFF Apr 08 '14 at 09:28 PM

Hey, are you guys sure that you applied the new hole material to the hole material slot on the landscape actor's details panel? I forgot to apply this too at first and thought it was broken. But now the hole masking works just fine.

avatar image SE_JonF Apr 11 '14 at 06:12 AM

Yes, before I created the question I made sure of that. I'm quite certain its a bug at this point, and can only hope for a fix.

avatar image OSIAS Apr 11 '14 at 10:12 PM

Incorporating the whole material in my landscape material does not solve the problem for me. If I do this the component turns black not grey and its not a waiting for the shader to compile issue. Its straight up black.

Just look at the forum link I provided above. However yes I am glad they are working on it.

avatar image OSIAS Apr 08 '14 at 10:55 PM

Yes I am sure here I made a big post about it.

https://forums.unrealengine.com/showthread.php?2147-Landscape-Visibility-Help-or-Bug

Its a bug it doesn't work, I hope they are working on fixing this.

avatar image Kamilus Sep 01 '14 at 10:43 AM

Dear Unreal Engine Wizards. Friendly reminder that the problem is still here. I tried to make a cave on 4.4 and 4.3.1 and got exactly the same result as on bigzer's screenshot:

"http://puu.sh/aL409/9bb684c7a4.jpg"

avatar image Adam Davis STAFF Sep 02 '14 at 06:00 PM

Hi Kamilus,

This is still being assessed by the development staff, please look at my response to bigzer below for a workaround. Thank you!

avatar image ProfPooka Oct 14 '14 at 10:09 PM

Hello again. Are there any updates on this? I am trying to show my Game Class something new and it is still giving me a hole surrounded by blackness. I have tried to combine the Hole Material with the Landscape Material and have been experimenting with many different solutions, all to no avail. Any updates would be greatly appreciated or even an update to the notes that are online. Thank you, PP

avatar image Adam Davis STAFF Oct 15 '14 at 05:03 PM

Hi ProfPooka,

How do you have your landscape material and landscape visibility material set up?

avatar image Oblivion2500 Dec 10 '14 at 04:52 PM

I'm having this problem too in Unreal Engine 4.5.1. I tried all the solutions posted to this question and none has helped me whatsoever. When is this going to be fixed? Anybody know a solution to this problem?

avatar image Adam Davis STAFF Dec 10 '14 at 04:57 PM

Hi Oblivion2500,

Are you using the same material for both your hole material and your base landscape material? Additionally, how many textures are in your materials?

avatar image Oblivion2500 Dec 10 '14 at 05:05 PM

I have tried using the same material for the hole and base landscape material. I have also tried just making a separate masked material that has the landscape visibility node added and nothing else. My base landscape material only has 3 textures (512 x 512 tex resolution - diffuse, normal, and roughness).

avatar image Adam Davis STAFF Dec 10 '14 at 07:34 PM

If you remove roughness, does the error stop occurring? We have had a few people report recently that roughness may be causing errors that it shouldn't be so I'd like to rule that out if possible.

avatar image Oblivion2500 Dec 11 '14 at 06:46 PM

I tried removing the roughness and metal from the landscape material, it did not solve the problem. Here's a screenshot of what my landscape looks like when it has a hole and the materials themselves. Landscape Blackness Hole

Landscape Material

Landscape Hole Material

avatar image Adam Davis STAFF Dec 11 '14 at 07:05 PM

Hi Oblivion,

Try creating a copy of your landscape material from image one, then add the visibility mask there and use that. This way you do not have the visibility mask in your original material, however you still have the same textures for the mask. See if that works.

avatar image Oblivion2500 Dec 11 '14 at 07:17 PM

I tried your solution of duplicating the landscape material and adding a visibility mask on it and using that for the hole material of the landscape. It did not solve the problem. It was in fact blacker as it had no specular highlights on it at all...

avatar image Adam Davis STAFF Dec 11 '14 at 07:55 PM

Unfortunately I haven't been able to reproduce this on my end. Below is my setup, do you see anything that you did differently? alt textalt textalt text

landscape.png (648.7 kB)
masklandscape.png (342.9 kB)
results.png (2.1 MB)
avatar image Oblivion2500 Dec 11 '14 at 09:11 PM

I think it's the layer blend that is causing the problem. That's the only difference I see between your setup and mine.

avatar image Adam Davis STAFF Dec 12 '14 at 09:02 PM

try removing the layer blend and see if that fixes the error. If so, try using a weightblended layer node to denote your layers and see if the black paint appears again.

avatar image Oblivion2500 Dec 13 '14 at 08:10 PM

Alright, I tried removing the layer blend and replacing it with a weight blended layer node instead. I also had to duplicate my material and add a layer visibility node, you can't have a material with just visibility node. Then I apply the base landscape material and the duplicated material with the visibility node to the hole material. Now it works. The question is now that we know that the layer blend node is causing the problems. How do the weight blended node differ to the layer blend node? Will I still be able to have multiple materials on my landscape?

avatar image Adam Davis STAFF Dec 16 '14 at 07:33 PM

Hi Oblivion2500,

You absolutely will be able to apply multiple landscape materials to your terrain. Have a look at this page for more information: https://docs.unrealengine.com/latest/INT/Engine/Landscape/Materials/index.html

avatar image petelly Dec 14 '14 at 11:37 AM

I have had nothing but problems with landscape holes and I thought the complexity of the material was the problem, it's not. Updated to 4.6 and it now works flawlessly using unreal's instructions. Try updating to 4.6

As you can see it's not a simple material:

alt text

avatar image Oblivion2500 Dec 14 '14 at 08:16 PM

I don't think 4.6 has anything to do with this. I have 4.6 and it still doing the problem. What I notice that you have in your material is that you don't have a landscape layer blend node, I tried this in 4.6 and 4.5 and the layer blend node is causing the problem which the landscape documentation says to use, but don't recommend that you use the layer blend node.

avatar image petelly Dec 15 '14 at 03:30 PM

I think you have tested this enough to know it's not working, that blows. You could try my set-up above (you can sculpt terrain with it btw and it get's textured accordingly ) as I am getting great results with it.

http://i1343.photobucket.com/albums/o791/repeteor/TerrainMaterial_zps5d8438f0.png~original

avatar image Visnarel Jan 25 '15 at 11:26 PM

Just ran into this same problem myself, I take it there's still no actual fix for it? I've tried putting in the opacity mask, but it's still showing black Image

avatar image Adam Davis STAFF Jan 26 '15 at 06:46 PM

Hi Visnarel,

Have you tried some of the fixes and workarounds listed here? Can you show me a screenshot of your landscape material, I might be able to see what is going on. Thank you!

avatar image Visnarel Jan 27 '15 at 01:26 AM

Here's the non-instanced version of it... I'm rebuilding it atm to see if maybe it's blowing past the texture count or something

Hole Material

holematerial.jpg (901.5 kB)
avatar image Adam Davis STAFF Jan 27 '15 at 02:08 PM

Make sure that each of your textures has their sampler source changed to Shared: wrap or shared: clamp. The problem you are running into is that on out of the box settings you have too many textures for the landscape to handle (16 total, 3 of which are taken for rendering so 13 usable). By changing the sampler source you increase that amount to 128 individual textures.

avatar image Visnarel Jan 28 '15 at 10:22 PM

Ah, good info! but it didn't fix the terrain turning black when there's a hole problem :(

As I paint it on, it disappears, when I shift paint it the terrain reappears when the last hole does alt text

avatar image Adam Davis STAFF Jan 29 '15 at 06:35 PM

After adding the hole texture, have you tried painting on the black splotch to see if it disappears?

avatar image Visnarel Jan 29 '15 at 10:06 PM

it's giving me a no layer info assigned error, maybe it's a naming conflict between the hole material and the main material? can't pick up on the layer blend on the hole material because it has the same names as the main material? When I assign a new layer info and try to paint it just makes more black

"This layer has no layer info assigned yet. You must create or assign a layer info before you can paint this layer."

avatar image Adam Davis STAFF Jan 30 '15 at 03:32 PM

Ok, here's a new test. Try making a copy of the original material and take out the visibility mask. Use the original material as your hole material and use the second material as your normal layer painting. Does this still occur?

avatar image Visnarel Jan 30 '15 at 07:31 PM

Same result

avatar image Visnarel Jan 30 '15 at 07:59 PM

Here it is with a new material, again splat textured from world machine, but I turned off the normal maps and now you can see a little bit of the material poking through in red. This method is adding the visibility mask to the base material and setting it to both landscape and hole.

Image

avatar image Visnarel Jan 30 '15 at 08:05 PM

Here's a closeup of the texturing showing through and where it's coming from, it's a lerp overlay of a sediment layer that's downstream from the layer blend

Image

avatar image Visnarel Jan 30 '15 at 08:12 PM

Removing the layer blend and adding just a simple base color fixes the blackness issue as well, I'm calling shenanigans on the layer blend :)

alt text

nocolorblend.jpg (26.5 kB)
avatar image Adam Davis STAFF Feb 02 '15 at 06:19 PM

Can you show me your new material setup so I can understand what changed and test it on my end?

avatar image Visnarel Feb 03 '15 at 03:48 AM

Here's the latest mat setup

alt text

To make the white appear, I simply punched a constant3 into the base color and it works, the only thing left is the layer blend... if you want I can send you a copy of the assets, I'll try and narrow it down a bit as well

avatar image Visnarel Feb 03 '15 at 05:10 AM

I rebuilt the scene as simply as possible using only 2 splat maps for the layer blend and a bunch of constant3's for color and the results were the same

alt text

Here's a shot of that material

alt text

fromscratch.jpg (104.9 kB)
simplemat.jpg (131.4 kB)
avatar image Adam Davis STAFF Feb 03 '15 at 04:01 PM

Does this only occur when using the splat maps or do you get the black splotches even when using nothing but 3 vector constants?

avatar image Visnarel Feb 04 '15 at 12:01 AM

Just tried it with just a constant 3 running the layer blend, and it's still showing black

alt text

here's the mat as it stands

alt text

constant3only.jpg (28.3 kB)
3vs.jpg (88.1 kB)
avatar image Visnarel Feb 04 '15 at 12:10 AM

Even more simple way of reproducing the bug...

alt text

Just make that the material for your hole texture and voila, blackness... bypass the layer blend and go straight from the color into the base color and it works as desired, but if a layer blend is anywhere in your material it will make those sections black

avatar image Adam Davis STAFF Feb 04 '15 at 07:06 PM

Hi Visnarel,

I attempted this on my end but everything seems to be coming in as intended. Here are the settings I used when creating my material:

alt text

And here was the result:

alt text

Is there anything that I am doing differently than you are?

vismask.png (246.0 kB)
visibilitymask.png (877.9 kB)
avatar image Visnarel Feb 05 '15 at 12:22 AM

from there it looks the same, maybe the blend settings are slightly different? Here's a link to my blank debug scene that shows the problem on my end

Link to simple scene that shows the problem

avatar image Adam Davis STAFF Feb 05 '15 at 05:04 PM

Hi Visnarel,

I was able to get your visibility mask to correctly render on my end by replacing your landscape hole material with the GroundMat_Test that you were using in your original material. I also noticed you did not have any weight blended layers set up in this, which may have been lending towards the landscape. So put the GroundMat_Test with landscape visibility mask in both the material and the hole material for the landscape slots and see if that fixes your error.

alt text

visibilitymask.png (317.3 kB)
avatar image Visnarel Feb 06 '15 at 07:00 AM

Not quite, with some effort I could paint on the weighted area and paint a hole into it, but it would never pick up on the layer blend materials from the splat masking height blend it stayed black until I painted one of the layers into the square, and then instead of black I would get just that color, not the results of the blended layers

alt text

nojoy.jpg (114.4 kB)
avatar image Visnarel Feb 06 '15 at 07:06 AM

alt text

avatar image Adam Davis STAFF Feb 06 '15 at 04:15 PM

link text

I've attached a test landscape material that on my end seems to be working, try it by adding it to both the landscape material and hole material slot and then setting all three layers to weight blended. If this is not working please let me know.

avatar image Visnarel Feb 06 '15 at 10:23 PM

Same problem, it will allow you to put colors on there... manually, by painting them on afterwards, but it's completely ignoring the effect of the splat map, so any zone that you have a hole in, would have to be manually painted back by scratch

With the default settings included in the download alt text

With the preview set to .5 in the layer blend

alt text

Manually painting into the green mask

alt text

Manually painting into the blue mask

alt text

avatar image Visnarel Feb 06 '15 at 10:25 PM

I tried it on the default content (landscape) and it was working as expected, the only real difference is that it's an instance, instead of a regular material, I'm wondering if that may have something to do with it

avatar image Visnarel Feb 06 '15 at 10:40 PM

Here it is with your material but a splat instead of a constant, I painted on a single stripe of green and a single stripe of blue the same width as the hole, and it plastered it over the whole block

alt text

splatb.jpg (94.4 kB)
avatar image Adam Davis STAFF Feb 09 '15 at 10:20 PM

Hi Visnarel,

Can you send me your splat maps? I will be happy to take a look and make this work properly!

avatar image Visnarel Feb 14 '15 at 01:05 AM

Thank you!

Here's the link debug test game

I'm hoping that it's just something stupid that I'm doing...

avatar image Adam Davis STAFF Feb 19 '15 at 04:47 PM

Hi Visnarel,

Thank you for your continued patience. The weather here had gotten in the way for a bit but I am currently downloading your test project and will let you know as soon as I have more information.

avatar image Adam Davis STAFF Feb 19 '15 at 10:25 PM

Hi Visnarel,

Ok I had a look at this and think that, with the setup you have you would be better served with LERP nodes as opposed to painting. Try this setup:

alt text

Additionally your landscape coords is extremely high, which may be partly to blame for the black tiling when using visibility masks. I would consider reducing that. Once I changed to the lerp data, however, the black splotches were no longer visible.

lerpdata.png (128.4 kB)
avatar image Visnarel Feb 22 '15 at 12:31 AM

It seems that the lerps cause some color washing in the gradient areas but using a heightlerp seems to work and gives the same basic controls that the blend does, just more kludgy of a workflow :)

It also makes blending the normal maps for those sections much harder to deal with

avatar image Visnarel Feb 22 '15 at 04:14 AM

I spent the day rebuilding my master material with heightLerps and the results are perfect, and I don't see a performance hit on it, so I think this will at least work for this project :)

alt text

alt text

Thank you!

avatar image Adam Davis STAFF Feb 23 '15 at 05:00 PM

I am happy to hear that you have achieved the results you are looking for. I am remarking this thread as answered for tracking purposes. If you need additional help with this, please feel free to comment back and I'll be more than happy to assist.

avatar image floopy4 Mar 19 '15 at 08:17 PM

Hey guys,

I'm happy that there's a solution for this, because I'm experiencing the exact same issue with my terrain using a splatmap and layer blend.

However, I have no idea how Visnarel fixed this because I can't see your full material setup. Can one of you guys please elaborate on the weightLerps and such? This is giving me a pretty good headache.

Attached is a shot of my current material. As you can see it's pretty simple, because I'm not too advanced with materials yet. The textures are solid colours, just for testing purposes. Also, my Terrain visibility material is a copy of this, masked with the landscape visibility node - and yes it's applied as the 'hole' material for the landscape.

Any help would be greatly appreciated

[1]: /storage/temp/34974-landscapeissue.jpg

landscapeissue.jpg (348.2 kB)
avatar image Adam Davis STAFF Mar 20 '15 at 04:02 PM

What Visnarel did was use heightlerps, which are specifically designed to get height data from a heightmap/splatmap and output texture information between two values (a and b) based on the height, blending based on parameters you enter.These have lerp'd textures added into their values for additional contrast. For you, try moving each layer to a specific heightlerp, then plug the information gained into the base color as opposed to having a layer blend.

avatar image floopy4 Mar 23 '15 at 02:21 PM

Thanks for the reply Adam

I've tried to setup my material with heightlerps, but I'm not getting the result I previously had with the layerblends. Like I said I'm not all that savvy with the material editor yet, and there's not much documentation on heightlerps, so I may be doing it wrong.

Attached are my material setup and a shot of how my terrain looks now with the heightLerp setup vs. how it looked with height LayerBlend. I tried setting the transition phases on the heightlerps from 0.1 - 0.4 respectively but there was no blend at all when doing that.

EDIT: would it be better for me to have a bunch of greyscale maps instead of a splatmap and one greyscale heightmap?

Terrain MaterialSetup

materialsetup.jpg (459.5 kB)
terrainmap.jpg (895.9 kB)
avatar image Adam Davis STAFF Mar 23 '15 at 08:22 PM

I believe the primary reason this is occurring is that you do not have anything in the B slot of your heightlerps. They are effecitvely lerping between 0,0,0 and your textures. Are you attempting to paint an imported heightmap or was the landscape created in editor and you are applying the splat map to it?

avatar image floopy4 Mar 24 '15 at 02:21 AM

Hey Adam Forgive me for not knowing what I'm doing, but I really don't know what I'm doing. I've read that a Lerp is taking A and B and then using the alpha input in it to determine where in between them to land.

So I'm guessing that for a HeightLerp, I plug my texture into A and one of the splatmap RGB channels into the height texture to act as the alpha telling the lerp to output the texture only where there's white...

But what value do I put for transition phase and what am I plugging into B? Do I put a constant of 0 for B, as in I want nothing where the black of the heightmap is? If I only want the white sections painted, do I have transition phase a constant of 1?

I imported the landscape .r16 and it's RGB splatmap into UE4 from World Machine. I won't need to paint on it using the UE4 editor, so that's not a concern.

avatar image Visnarel Mar 26 '15 at 10:14 PM

It's probably easier to think of a LERP as a Base and a mask. The base covers everything, then the mask alpha channels out whatever the pattern in it is. So in this case we're creating base after base after base and adding on different masks in a stack. So simply speaking I blend two together, then treat that as a the base for the next blend of 2. Here's a few shotsalt text

avatar image Visnarel Mar 26 '15 at 10:15 PM

It gets a little confusing because I'm also doing a distance lerp for small and large UV values (to remove patterning) so you can ignore the first lerp going in, and just use the height lerps (vector 3 inputs) to blend

avatar image Visnarel Mar 26 '15 at 10:19 PM

Another thing to keep in mind is that a splatmap ,while it looks like color, is just 4 greyscale images that you can use just like any other grey scale image, you just need to use the output from just the channel that you need as your mask. On this one I have 2 splatmaps for 8 unique masks

avatar image floopy4 Mar 26 '15 at 11:24 PM

Ok, so the complexity of your material is throwing me off a bit, considering I don't have nearly as many variables to deal with (I, uh, think..).

I was going to write up a reply, but do you have Skype? I can PM you my username if you can have a quick chat.

If you can't or you don't want to, that's no problem, I'll try and gather my thoughts and post here.

I appreciate you helping me, either way!

avatar image floopy4 Mar 27 '15 at 01:05 AM

Alright, so like I said, my material doesn't seem to need the complexity of yours, but I could be wrong.

I figured I can ignore my normal maps for now, and focus on the diffuse maps and then mimic the process for the normals after.

It also looks like you've got two versions of diffuse for each texture, at different scales. So there's nodes in yours that I won't necessarily need. It's just that your material is so different from mine..

Judging by the image of my material I've attached, how would I hook this up properly? Or am I missing quite a few variables...? I don't know how I'd hook up the A's and I don't know what you've got your results going into. And I doubt the Lerps are doing their job if they could, anyway.

Sorry for all this, but this is really bending my mind and for some reason I'm not learning this stuff very well. alt text

material.jpg (474.9 kB)
avatar image Visnarel Mar 27 '15 at 08:24 PM

I think the problem that you're running into is that you're lerping your lerps :) try just using the heightlerp to heightlerp and drop all of the generic lerps outside of it. You don't need all of the nodes that mine has... You just need the SPLATS going to the heightlerps and the results of those mixes leading to another set of heightlerps a standard lerp won't give you the transition control that I think you'll need

avatar image floopy4 Mar 27 '15 at 09:41 PM

K I eliminated the basic lerps and set up the material how I think you said, by connecting heightlerps to each other. But I don't know what to plug into the "A" of the top heightlerp if that's the case.

Just can't wrap my head around this...

Added you to Skype. Thanks buddy alt text

mat - copy.jpg (349.9 kB)
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4 answers: sort voted first

Hi SE_JonF,

I was able to reproduce this on my end and I am passing this information along to be assessed by the development staff. In the mean time a workaround is to put the hole material into your main landscape material. I realize this can cause performance concerns and that the texture around the hole will temporarily gray out as the shaders compile, however I have consistently been able to utilize holes without it causing the texture to permanently black out when the visibility mask is placed directly into the original landscape material. Thank you for bringing this to our attention!

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answered Apr 11 '14 at 04:02 PM

avatar image SE_JonF Apr 11 '14 at 09:49 PM

Thank you Adam, I'm glad to hear this issue will be resolved soon. In the meantime I will continue to incorporate the hole material in my main landscape mat. Thank you for taking the time to look into this. =)

avatar image bigzer Aug 09 '14 at 10:20 AM

Hello Adam, its been almost 4 months now, any chances to have it fixed? We're still facing this : http://puu.sh/aL409/9bb684c7a4.jpg

avatar image Adam Davis STAFF Aug 11 '14 at 06:37 PM

Hi bigzer,

Was this in 4.3.1 or 4.4? Also in your landscape hole material, do you have the same landscape setup? We have found that if you have the same landscape material setup in your landscape hole as you do in the terrain, with the addition of the opacity mask, it seems to help clear this up.

avatar image Rama Nov 11 '15 at 04:44 AM

I just experienced this in 4.9, and can confirm that just painting with a properly setup layer (click the plus button by your paint layer) will make the black go away

And wow painting holes sure does look great! Such smooth edges!

Rama

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26/12/2018 and still having the issue, black squares appear on landscape, they go away on zoom out but then reappear when getting closer

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answered Dec 26 '17 at 06:51 PM

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phil123456
16 1 4

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Hello to everyone having this issue. I ran into the problem myself and then found that in order to fix the issue all you have to do is go into paint mode, create a weighted layer info node for all of your textures and then paint over the area that is black. https://docs.unrealengine.com/latest/INT/Engine/Landscape/Editing/PaintMode/index.html#layerinfoobjects

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answered Feb 18 '15 at 07:31 AM

avatar image

TorQueMoD
1.1k 78 105 142

avatar image Visnarel Feb 18 '15 at 07:39 AM

I actually tried this, it doesn't preserve the values from the splat map, it just allows you to paint on new values, it fills with whatever you try to paint on

avatar image TorQueMoD Feb 18 '15 at 07:55 AM

I'm not using a splat map myself so I unfortunately don't have an answer for that but it did get rid of the issue with the material not appearing.

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Since I hate it when threads go dead without the person posting their solution, here's how mine played out:

Visnarel's suggestion worked and the pic of my material setup that I last attached is the way to go, just plug whatever you want into A. My other problem was that the splatmap I was using wasn't completely filled with RGB, so it was allowing whatever texture that was plugged into A to dominate, since it was inhabiting all the open space.

I went back into Photoshop and fixed the RGB splatmap so that it's pretty much filled with Red Green and Blue. I left a little bit open so I could plug another texture into A and have some variation.

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answered Apr 05 '15 at 03:39 PM

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floopy4
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What is the difference in Content Example's Landscape map and our maps? Because there the visibility brush works fine even with layer blend but when I migrate that material to my project it does not work. I tried different setups but the brush just doesnt work. I cant see the hole (if both has the "hole" material) and there is the good old blackness if the only difference between the 2 material is the mask stuff.

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answered Aug 01 '15 at 05:10 PM

avatar image

Levike
21 6 8 10

avatar image Adam Davis STAFF Aug 02 '15 at 02:41 PM

try implementing the mask in your landscape material and use the landscape material for both your landscape material and hole material on your landscape. Does this work for you?

avatar image Levike Aug 02 '15 at 08:16 PM

That doesnt work. When I use the same material (having mask) for landscape and hole there is no black landscape parts but no hole either. I pretty much tried every combination there is. :)

Also I figured out the only difference between the Content Examples landscape and our "generated from world machine" is it is painted manually. Also I managed to create a similar looking landscape with HeightLerp node instead of LayerBlend. There was a HeightBlend with two height input. Like this: alt text

The difference is there is less rock texture than with Layer Blend but fortunately Transition Phase helped a little with that. Problem is if I go lower than 0.4 then the whole landscape is grey (rock texture).

All in all it's not the same result but close enough.

heightlerp.jpg (225.2 kB)
avatar image Adam Davis STAFF Aug 04 '15 at 05:36 PM

Hi Levike,

In regards to this, did you have the material already applied to a landscape when you added the visibility mask? If so there is a known issue, UE-18187, in which materials that are already assigned to a landscape will not show a hole material. Try unassigning the material and then re-assigning it. Does this address the error? I'm going to bump the community interest in this to show that more developers are being affected by this bug.

avatar image Levike Aug 05 '15 at 09:01 PM

Hi Adam, Thank you for the reply. I don't really remember now but I think I did that too. By now I managed to create the landscape that I want. Having automateted layers based on slope and the ability to paint a new material/texture wherever I want with the "Layer Weight" node. Using the grass output is a little buggy but it is a thing I think I can work out easily. (or just paint grass manually) Actually I'm thinking on making a tutorial about it too.

What gives the most headaches is the "Landscape Layer Blend" node bug.

avatar image Visnarel Aug 02 '15 at 09:11 PM

Honestly Adam,

  This bug makes a lot of headaches down the road for anyone that has landscape with holes in it. The way you have to build your landscape materials with heightlerps takes away a lot of the editable capabilities of the terrain, not just being stuck with the output from worldmachine but also if you need to paint masks later for eliminating grass growth, or small terrain changes that partially invalidate the texture etc... It would be great if this bug got a bump up in priority :)

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