Landscape material - seeing displacement from layer everywhere

While trying to follow along with the materials portion of the recent landscape livestream, I’m coming across a problem. When painting a layer that has a displacement map, the displacement is applied to the entire section. These two pictures show it well:

As you can see, after painting a cobblestone material in one area, the cobblestone’s bumpy-round displacement map shows up elsewhere. [Here][3] you can see it showing up elsewhere on that layer.

As per the livestream, my layer blend node in the material editor use Height Blending, my landscape layers are all non-weight blending, I’m using flat tessellation. I’ve also made sure the cobblestone material was only painted in that one particular spot - I’ve shift-clicked the material over the rest of that section, but the bumps remain.

[Here’s an album][2] showing it more, and [here’s the .zip][4] containing the material as provided on the forums.

I have the same problem, seems like whatever mask texture is used applies to the entire landscape. This works fine on objects, but not so much on landscapes. I tried it with a different mask and got the same effect just different shape.

Same issue here. Any luck?

this will help clear up that jaggedness… I am also having the same issue with the masks though, trying to figure it all out if I get something ill bring it back here too.

Hi, have you fixed the problem ? I am having the exact same issue, nobody seems to know the answer…

I have the issue too. The layer blend doesn’t seem to receive the displacement channel.

Having the same issue. The displacement works when I have everything in the same material, but not when I move each layer into a material function.

I managed to get the layer blend work on the displacement at least, by passing the displacement into a separate Function Output in the Material Function and doing the vertex displacement multiplier in the master material. The function doesn’t seem to pay attention to tessellation though, operating only on the base level of verts.

Solution (in my case): turn off “crack free displacement”. This option was smoothing out/averaging the displacement and losing all the detail. For smaller details like these, cracks don’t seem to be an issue anyway.