Ok, I finished the tutorial (that was a lot of work…) And I think something is wrong. I may be incorrect, and I have no idea what it may be, but here is the material if someone (@Frenetic, @blyxzen?) Can help me out.
M_LandscapeMaster.uasset (254.0 KB)
You will be able to see my whole graph. I hope it’s not too messy. It includes all the blends and auto material and whatnot, the Triplanar (Emaplanar supposedly) is only in the Material00 node.
Now, here are all the problems/things I need implemented:
- Biggest problem: If you paint the Material00 next to another material with the same textures, it will look kinda washed out. The Normal map appears to be very weak.
- If you paint it on a raised area with a smooth slope, the bottom of the slope will look very washed out, and the entire raised area looks more light then the same texture across the flat plane.
And things I’m not sure about:
- With Triplanar on, it takes my scene from 120FPS in a blank scene to 70FPS with the following active:
- Landscape Paint mode
- Directional Light
- Exponential Height Fog
- Landscape
- Post Process Volume (global unbound GI Lumen)
- SKM_Manny_Simple (size reference)
- Sky Atmosphere
- Sky Light
- Volumetric Cloud
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I don’t know whether this is normal or just with triplanar. Is it normal to have FPS drop this much from a blank scene once you’ve got everything in? And how might this look in a packaged build- -What’s the normal FPS gain there?
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- How do I implement ajustments such as specular, normal weight, albedo tint, etc. into the Triplanar and normal projections correctly?
- Finally, how do I do distance tiling on my Triplanar UVs?
If you need any more clarification, let me know, but I will post pictures of the graph if I can. Some help would be greatly appriciated