Landscape on mobile. Mobile preview problem

Hello,

I have a problem with landscape on mobile. To be exact the main problem is in material for landscape.
Whenever I try to apply and blend 3 or more textures in a landscape segment, fourth and next textures looks like a third texture that i put on particular segment. For example if I put soil, pebbels, grass and hay, on shader model 4/5 looks correct, but on mobile and preview builds only first three textures appears that I applied in that segment. On another segment, if order was different - different 3 textures will be used.
I tried 2 types of material (screenshots) with different settings and I always end up on this stage.
Also, sometimes my limit of texture fetches is beyond 8 (mobile) after I make a change in LayerBlend node.
Engine: 4.10
Target hardware: mobile/tablet,
quality: tried both : maximum quality & scalable




EDIT: Ok, i just found that:
" You are only allowed to use 5 texture samplers due to hardware limitations. ".
If that’s the case and I’m correct, I could use 4 different textures (1 goes for landscape coords, right?) per landscape’s segment. That would be correct, because somehow Andrew from post below did this.

I will be realy thankful for any help in this matter.
Thank you for your time,
~Paul

PS: Does lightmap texture is taken into account, and that’s why I can use only three?

Hello Paul,

This setup appears to work fine with my test project. I ended up only using one layer blend and adding all textures to that one blend. I also used Andrew’s setup for the material details. I then painted the landscape and played in mobile preview.

If you would provide a screenshot of your material as well as your DxDiag (System Spec’s) then I can investigate why you are unable to see your other textures.

Yeah, on your project everything looks just fine. Weird. I don’t know where I made my mistake. Well, here you go, this are screens and dxdiag.
[link text][1]
[alt text][2]

Interesting, your computers spec’s certainly meet our minimal requirements for developing with unreal. Just to check, if you click on one of your Texture Samples you will see a small details panel on the left. In the " Material Expression Texture Sample " section you will see an option labeled " Sampler Source. " If you change all of your Texture Samples to have Shared:Wrap as their sampler source does this fix the issue? What can happen is you will exceed the Texture Sample space that the material allocates to draw on screen. This allows for your samples to share a space as opposed to taking each individual Texture Sample separately and combining them.

Sadly, changing textures sampler source to ‘shared:wrap’ does not fix it.
Maybe somehow it’s the textures fault ? I’ve imported all the textures with same settings, yet some of them appear to have different format / streaming option and one seams like to have a werid size number.
Can textures > 2048 cause any trouble on mobile projects?

Few thing that might help:

  1. Same thing happens on a blank project.
  2. Adjusting textures to 2048 didn’t change anything. Neither setting alpha to pure white.
  3. In both cases: landscape layer blend/layer weight, problem is the same. Changeing sample source doesn’t work either…

Maybe I’m doing some idiotic mistake ? Let me show my process, and check me if I’m wrong.

  1. material = screenshots. Any not shown settings are default.
  2. I’m using weight blended layers (normal)

I’ll be really grateful for future help.
-Paul

Reading back through your comments you mentioned you were streaming. Am I correct in you are using World Composition and level streaming for your landscape? If so, I have run across several older issues pertaining to Level Streaming and mobile platforms. I don’t believe you are making an " idiotic mistake " as everything appears to be setup within recommended parameters and per recommended workflow for painting on a landscape.

If you use this setup to paint on a normal landscape created within UE4 does this solve the issue? If not this could be workflow issue or limitation/ possible bug with level streaming and mobile development.

I’m not using World Composition, neither level streaming. It’s most default landscape possible. (world settings @ screenshot)

By the landscape segment I’ve meant sections that are created automatically when you create a landscape. I made a screenshots which will better describe it.

Today I’ve tried almost everything that came into my mind… I’m hopeless. Thank you for your time ,

PS: maybe you could send me your project, where everything works, and I’ll compare it to mine? In worst case, we’ll be able to excluse few options.

Paul

I am not able to reproduce this issue on my end. As such I cannot report this as a bug. Andrew Hurley already addressed this issue and asked for you to provide more information to him on this thread :

I cannot provide projects to you. My recommendation is, for mobile, to not use more than 5 texture samples. You could try 5 samples, not including the Landscape Coordinate, and see if this problem still exists. Otherwise you may be limited to 4 Samples and the Landscape Coordinate.

This may very well be a limitation when developing for mobile and using Landscape Layers.