I’m using the auto material from Unreal Sensei on an 8km² landscape, and I have an issue where the cliff material appears incorrectly on grass at a distance. Up close, the blending seems fine, but as I move away, the material assignment changes, and slopes that should stay grass get replaced by the cliff texture.
I’m not sure what’s causing this. It could be something related to how the normal or height calculations work over distance, but I don’t have enough knowledge of materials to pinpoint the problem. I’ve recorded a video showing the issue and included screenshots of the material setup. The auto material comes from Unreal Sensei’s tutorial, and I’m also providing the video link in case that helps.
If anyone knows what could be affecting the slope detection at a distance or has suggestions on how to fix it, I’d really appreciate the help.
(I cannot share the material file unfortunately because it’s not mine, you have to download it from Unreal Sensei’s website but I can provide additional screenshots)
what are you using for the water? to me it looks like a water plane. and it is hitting the precision limit how far below the terrain mesh it will show up.
Unfortunately, it is not the water, I used the water plugin of Unreal for smaller rivers (not in the screenshot) and a big default plane with a water material from this pack on Fab (super cool and free too btw! )
Update: After continuing to try to fix this problem, I discovered a curious behavior. If I move the camera to the angle where the problem occurs and use the zoom (with numpad 3), the visual artifact disappears at a certain distance (even if the camera angle is the same).
I’m pretty sure it’s not a LOD problem because I forced the landscape to LOD 0 for testing purposes.