I’m getting a Dithered looking black speckled texture on my rock in a scene when I try to use a runtime virtual texture volume to print the landscape texture upwards onto the target rock. The odd thing is, it works in a fresh project file with no modifications to the brushify shader, which the landscape is using, but in my current project the texture looks like this:
I’ve made extremely minimal changes to the brushify shader and I have my RVT volumes set up and everything configured, but I still get this visual issue. Has anyone seen something like this before? I’ve been troubleshooting it for close to a week and I still can’t figure it out.
I’ve tried rolling the shader back to its original nodegraph but nothing seems to work. I suspected a project setting but nothing I toggle has any effect. When I raise the Z height of the height RVT volume to extreme proportions, I can at least see the texture printing, but it’s very distorted.
Considering that the issue does not occur in a fresh project, this is tied to a setting in your current scene. If said scene was recently migrated from a different UE version, it’s worth a shot to try resetting configs to default.
Please search for DefaultGame.ini file, open it wirh a notepad, and delete all settings under the header [/Script/Engine.RendererSettings]
If the issue persists after that, test by disabling pixel depth offset in your material.
If I disable the PixelDepthOffset for the Rock’s material (no PDO is present in the landscape material) then the Material reverts to its plain textured appearance, no blending.
Another look at the bad shader texture when connected:
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And then of course here’s how it’s supposed to look and function, in the fresh project file with the Brushify landscape shader and RVT_Example Scene:
One difference I noticed between the working project and the non working one was that the preview texture for the Height RVT Landscape on the working one had a proper black background with white spots denoting hills height values, while the non working one had a pure white background with no contrast.
I have no idea what’s causing this issue, I thought it was a project setting, but I haven’t changed much, and I don’t think it’s a plugin so I’m just confused.
@3dRaven
I thought about that because the flickering is characteristic of lumen’s lighting, but when I disable Lumen this is the result using screen space instead:
There’s still a black speckled texture gradient overtaking the midsection of the mesh, and the texture blend that’s supposed to be the RVT blending on the bottom of the mesh is just replaced by a lack of opacity.
Have you tried deleting the derived data cache folder and seeing if the rebuild of the textures fixes the VT? Maybe the VT just got corrupted in some way. Try creating a fresh one.
Affect distance field lighting (a setting inside of the static mesh) can also cause splotches near contact shadows, you can also uncheck contact shadows and see if it is the culprit.
Ok I just found out that the black speckled texture is due to the Object Blending Toggle on the brushify RVT shader:
I disabled that, but unfortunately the RVT height map in my main project is still coming back blank and pure white and no blending is taking place, so I’m going to try deleting the DDC as you suggested and continue experimenting from there. Sadly making a new RVT Heightmap did nothing.
After much testing I’m able to get the RVT working on at least the RVT_Example map provided by brushify’s environment shader, but only after dialing up the blend functions to pretty extreme highs.
There’s also a feature in the Virtual Textures panel on the landscape that has the option to create volumes which I used to fix the error in the example level, but for some reason it says there are none in my level even though I’m looking at the two in the outliner right now:
It “Works” on the example level provided by brushify with extreme values, but on any newly created map with fresh RVT Volumes the texture just appears as a dull coloration/saturation change at extreme blend values:
My RVT are set up, they’re the default provided from brushify, no special settings or values, and it’s just this bizarre finicky extreme with no results and no real blending.
By all accounts it seems like its the height that’s not working because the values needed to get any effect are way off, but I have all my references intact from the landscape, the rock material, and the landscape material for the virtual textures, so idk what could be the issue. I’ve tried looking for discrepancies from the original file but I can’t find anything.
Everything points to the height volume not working properly. My Landscape virtual texture previews properly, but my height map previews nothing.
I’m disappointed to say that the only way I found to solve the problem was to delete the Brushify Folder and Reimport the Brushify master shaders to the project via migration.
This fixed the height volume not working and restored RVT Functionality to the mesh, albeit at the expense of some of the custom nodes I had added to the master shader and at the expense of some of the landscape painting data from textures for my scenes.
I’ll have to rebuild my modifications, but the RVT is working as intended.