Landscape Layer Cords not working properly

Hi there, I’m working with a big texture with a set of diffuse color and zdepth for creating a landscape. (I scanned a terrain with a drone and photoscan so I need it to be real world based)

The landscape is 4096 x 4096 px
The Z depth works fine to build the terrain, resulting in a mesh of 4591 x 4951 overall resolution. I managed to adjust the landscape size to match the real world one.

The problem is that I’m not able to match the resulting landscape with the color texture. The color is misaligned with the displacement generated landscape. No mater what mapping Scale i assign it doesn’t quite fit.

I might be able to pan the texture manually in order to fix this… but the Mapping Pan U or Mapping Pan V wouldn’t do anything.

I havn’t found any documentation explaining how the Landscape Coords work especially where is the pivot of the coordinate system in order to understand why it would not match.

It seems that the origin of the texture and the origin of the landscape object dont match at all.

Pleas help

cheers

I was able to solve the problem adding 2 Panner modifiers to the landscape coords… it’s not a neat solution but it does de trick.

I found that the texture size has a relation with the size of the map… so it needs to have the same size and you need to pan.

The issue seems to be that the terrain is generated with another diferent size, and it’s not centered.

Hope this help to some one else and also hope the developers might add the panning functionality to the landscape coords expression.

btw, each panner affects the “u” or “v” via a speed x or speed y values, and they are controlled with a couple of constant values to replace the time default value. I made them public in orther to be able to adjust in real time.