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Why does my Landscape Material look different when applied to a regular asset?

I'm adding multiple layers to my landscape but the all the other layers seem to be affecting the one that is painted and giving it a shiny look and make it off-colour.

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This is what my blueprint looks like.

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I basically want to make it look like the square in the middle of the 1st picture, I don't want all the other features of the other layers in the material to be showing through and affecting each other, is there a way to do this?

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asked Jun 30 '14 at 11:52 PM in Using UE4

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2 answers: sort voted first

Try adding a constant with value set to 0 and connect it to the terrain node's specular input.

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answered Jul 01 '14 at 07:02 PM

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avatar image MattCan Jul 02 '14 at 02:14 AM

Hi, your solution fixed the reflection. How does this work when I want to add more textures that have their own specular mapping, when some of them do not have it and others do?

avatar image gyro Jul 02 '14 at 03:54 AM

You'll need to layer your specular map(s) in a separate graph from the color (like you're already doing with the normal maps) and then plug that graph into the specular input instead of the constant.

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Hi MattCan,

I just duplicated your setup but couldn't get your results. Did you build the lighting for your level after you applied the material?

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answered Jul 01 '14 at 06:50 PM

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avatar image MattCan Jul 01 '14 at 06:51 PM

I did not build lighting as I'm having an issue with swarm that I posted in another thread. When I get it working I'll report back and see if that fixed it, seems like it should, thanks for the response!

avatar image TJ V ♦♦ STAFF Jul 01 '14 at 06:58 PM

Not a problem, you're welcome. I'm going to mark this post as resolved for the time being. If it continues once your Swarm issue is resolved just post back here to open it up again.

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