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What to do if shading compiler will not render the landscape materials for a visual for further painting? I cant see.

Most of my landscape has went back to black and grey checkered mesh. After trying to paint on my materials. I cant see whats painted and whats not.I cant tweak and detail the existing layers of materials to get the look and blend I'm wanting. I even left the project open over night to see if the shading compiler would catch up but I went to work this morning to find no change. At this point the landscape is useless cause I cant see whats painted and whats not almost the whole landscape is blacked back out to the landscape level grid mesh. how can I make the shading compiler finish its job and show me my painted materials and what hasn't been painted yet?

Product Version: UE 4.20
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asked Jul 30 '18 at 10:48 PM in Rendering

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avatar image ViceVersa Aug 15 '18 at 04:46 AM

Classic, this problem usually means you have too many textures in your material. The limit is 16 i think. But depending on how complex the shader is sometimes this will be less. For some reason, when you blend textures together for landscape painting, the material editor doesnt know that you have too many textures so it compiles, but then when you go to paint them, they come out black or checkered. If you have more than 14 or 15 texture samples in your landscape material thats why its not working

avatar image polymath82 Aug 19 '18 at 11:08 PM

This is happening with as few as 4 layer blended materials, viceversa thanks for the input I wasnt aware that there was a limit to blended layers materials, but Im sure that is not the problem. Any body else got some input? Could it be my hardware? Ive got an all in one hp pavillion 24 b016 i believe is the model. Just trying to rule out UE4 its self as the problem. Could it be my gpu?

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