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Blending meshes with landscapes with no seams: how?

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    #46
    Thanks for your responses guys. Time ago I tried with PixelDepthOffset. Worked fine but ... problems in lights&shadows.

    Originally posted by RyanB View Post
    "Landscape_Manual_UVW" to help map textures to fit the landscape.
    All you need is to know the min and max XYZ coordinates of the landscape.
    Thanks for the info Ryan. I shall have a try.

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      #47
      Hey Ryan, any updates on adding the ability to sample the terrain's heightmap/normal and weightmaps in the material editor? I'm using a technique you described in another thread by transforming the normals of the mesh blend layer and a paintable terrain layer, but it obviously looks very flat on curved terrain, not to mention expensive and inconvienent. Having this kind of access would be a lifesaver for a project I'm working on!

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        #48
        It's been quite some time since anyone posted on this thread but I am looking for this exsact solution to get rid of the nasty hard edges on my static meshes that are intersecting the terrain dynamically. Since it's been so long has anyone come up with a solution? I'm not a programmer so I would have to follow a tutorial to set up the proper MF, definitely a topic worthy of being necro'd.

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          #49
          Originally posted by Norman3D View Post

          This does not accomplish what OP is asking for. He wants to be able to blend the normals with the underlying mesh so that there are no visible seams.



          You can't access the underlying terrain's normal maps. So you'll have to take the terrain to 3dsMax or other 3d software and get the normal map from the terrain by projecting it on to a plane.
          You could render to texture in UE 4 and then only render the normal map channel.

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            #50
            You can normalize the distancefieldgradient node. Feed it a worldposition and it will give you the normal from the distancefield. Use distancetonearestsurface to decide where to blend in the normal. It's takes a bit of tweaking to get right, and most likely does not work in all cases, but it's worth a try. I commented on another post here. https://forums.unrealengine.com/deve...-of-two-meshes
            It shows a basic version of the material + video here - http://take.ms/v0nUZL

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              #51
              Originally posted by kjetilhj View Post
              You can normalize the distancefieldgradient node. Feed it a worldposition and it will give you the normal from the distancefield. Use distancetonearestsurface to decide where to blend in the normal. It's takes a bit of tweaking to get right, and most likely does not work in all cases, but it's worth a try. I commented on another post here. https://forums.unrealengine.com/deve...-of-two-meshes
              It shows a basic version of the material + video here - http://take.ms/v0nUZL
              Just adding that Generate Mesh Distance Fields must be enabled at your Project Settings and you need to certify on each mesh the distance field is set for generation aswel.
              Nilson Lima
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                #52
                Hmm.. i was trying the Material .. Thanks but i have an Problem.. it seems i have an Dark Shadow when im Using this Feature , When im Reduce the Dithering , The Shadow Disappears but.. than i dont have that blending anymore.. any ideas?

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