Layer Blends and Splat Map Issue
Has the way layer blends work changed fundamentally in more recent engine versions? I have been following several tutorials for using splat maps to use color channels to define the heights of landscape layer blends in a landscape material. The issue is that the landscape only renders black in the editor. All these tutorials are a bit older, I assume something has changed in how landscape layer blend works, because if I use multiplies and adds to do the same thing I get expected results, but once I have anything to do with defining and using a landscape layer blend it renders the landscape as black in the editor. I have defined layer information sections for each layer defined, still nothing. One tutorial mentioned they were using 4.5. All the tutorials follow the same approach so something must have changed. Anyone have success using a splat map and could you show me an example where you also successfully defined landscape layers. I am particularly interested in using splatmap from World Machine to UE4.
asked Oct 07 '16 at 12:49 AM in Blueprint Scripting
If your tutorial says to connect a multi-colored weightmap to the "height" inputs on a "landscape layer blend" node, it is and always has been wrong. That is not what the height inputs are for.
The correct way to handle it is to disable height blending in the material, and import the layer weights through the landscape editor UI instead. You will need a separate grayscale png image for each layer, and you can either import it when you create the landscape (assign a material in the import dialog and it allows you to import the layers that match that material) or later by right-clicking the layers in the "paint" tab of the landscape editor.
Something has changed recently (in 4.13), in that unpainted landscapes now correctly render as unpainted instead of showing the preview weightings from the material editor.
Can you show me the tutorial you followed?
answered Oct 07 '16 at 08:24 AM
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