World Displacement Question
I'm having issues applying world displacement to my landscape. I'm using an auto-slope material which is based on material functions MatLayerBlend_Standard. I've tried the MatLayerBlend_StandardWithDisplacement function, to no avail. When I increase the world displacement multiplier, the entire area that's tesselated on my landscape just sinks down. I feel like I'm unable to connect the Height information to the base colour which is why that's happening.
The tesselation setup was taken out of a purchased asset so I shouldn't share screens I guess? Anyways, that setup was based on landscape layer blends, which is not fit for my material as far as I know (when using the landscape layer blends the landscape tesselates perfectly, but I don't want to paint 20x20km of terrain manually). I've tried blending the MatLayerBlend_Standard with the landscape layer blend node, but it does not work. I've tried so many different directions and nodes that I'm tearing out my hair.
Basically the material functions contain height information, and the calls of the material functions are being blended with MatLayerBlend_Standard. The blending is done by the results of the calls of the material functions so I'm stuck at how to connect the height information into the BreakMaterialAttributes that follows the MatLayerBlend_Standard node.
What should I connect the Displacement result from MatLayerBlend_StandardWithDisplacement to? Does that go into the displacement math? Unable to find any amount of info on this.
Any ideas? I'll share screenshots of my custom material by demand, getting a bit late over here. Cheers, Simen
asked Nov 10 '17 at 12:41 AM in Using UE4
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