Landscape layers on Oculus Quest do not work

Hi, guys - just wondered if anyone else had attempted to deploy a Landscape using raw 16bit landscape and raw 8bit landscape layers from World Machine to define material landscape layers. I am using the LayerInfo procedure from Unreal Engine documentation to implement landscape layers: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums

The result when deploying to Quest is a landscape that shows only the first material layer, rock, when I should be seeing snow on top of rock. The landscape material is very simple and deploys correctly to Desktop.

My question is therefore: is there something about working with landscapes and Oculus Quest that I am missing in order to get my materials to display as they do on Desktop?

Cheers!

I can’t even see my landscape with super-basic material on Quest :frowning: Did you have to do something special for it to render on Quest (even though it doesn’t support layers) ?

I did figure this out eventually. Quest renders with ES2, which means it can only support using 3 texture samples on a landscape tile before it throws a compilation error. I discovered this when I used just one layer out of three on a landscape tile and it displayed the landscape material correctly.

The solution therefore is to cleverly pack your textures into RGB channels and make sure that each landscape tile only samples maximum 3 textures at a time.

To give an example of this, if I have a landscape tile that needs to show grass, mud and rock landscape paint layers, I can only use two normal map texture samples (probably for the grass and the mud) and 3 greyscale textures packed into an RGB base colour texture sample.

Quite restrictive, but hey, it’s just another tech art challenge!

Another solution to have more normal maps than the three texture samples limit would allow is to remove the blue channel of two normal map textures and then use those two empty channels to pack a third normal map texture, then append each normal map texture with a 3vector (0,0,1). Hey presto, you have three normal maps from two normal map texture samples.

I remember some results with certain materials by entering thetexture editor and ticking the Mobile/HD/VR property on. There is something similar in Settings but it creates a bug that disables the left eye on the Quest 2. The 5.1 update now supposedly supports Lumen and Nanite. I am testing these currently in Quest 2.