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Help, height blending landscape textures results in black terrain

I've been tearing out my hair for ages trying to get this to work, as you can see below i've connected it all up and it produces a black terrain.I separated the terrain data from world machine into three different textures which hopefully should control what texture goes where, but to no avail... any help will be greatly appreciated :DNode edit view of material

blackk goo terrain :/

Product Version: UE 4.15
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trouble1.png (516.3 kB)
trouble2.png (1.2 MB)
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asked Mar 21 '17 at 06:00 PM in Using UE4

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hououinkyouma
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2 answers: sort voted first

I have since figured out how to fix this, you have to create layer info for the paint layer, right click on it and fill to paint it all over.

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answered Apr 30 '18 at 11:19 AM

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hououinkyouma
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It might be because of that black texture sample (aka 5th from the top)? Try playing with the light, changing it from static to movable.

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answered Apr 29 '17 at 07:51 PM

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Devatsu
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avatar image hououinkyouma Apr 30 '17 at 03:40 PM

Those three textures are masks for the terrain, they look fuzzy and black because I've enlarged them using a landscape coords node.

avatar image Devatsu May 01 '17 at 01:25 PM

I understand. I had an issue with landscape visibility masks once, try removing that and see if that helps.

I see the textures on the lit area of your terrain (unless that's just a reflection, Im on my phone), try to play with your lightning as that may be the cause. I'm just brainstorming here. Wm + semi-dynamic materials is a pain, Im still working it out, its easy to lose your hair hehe.

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