@EdWasHere : Yes, this is a static mesh (and a crappy low-poly one at that). But in 4.12 i think it should work with landscape as well, since it now contributes to global distance fields.
@jwatte : Not sure if i understand exactly what you mean, but i did try PDO with DitherTemporalAA node (so, like, the simplest variant). It looks really good unless you want your object to cast shadows. And i’m not sure, is it THAT expensive?
I did a simple-ish slope-blend material for the mesh to blend the terrain texture to the mesh, combining that with a type of world normal blend may help achieve what you’re trying to achieve.
@hippowombat: Nice, but you still have that hard edge between “floor” and rock mesh (whether it’s a rock side or grass side of the mesh). It would be nice to eliminate that, unless you want it to be that way.
Could use a noise texture to eliminate the harshness of the edges, takes away a bit of control from the artists though.
this is what i came up with, this might not be perfect but im realy happy withthe results
here is .gif that shows how it looks:
Ah, that’s sweet! (but 100 instructions?!)
So, what’s the workflow?
Could you please explain worflow? (I see you have red channel and alpha used in vertex color; what do you paint with those?)
What’s "MaterialExpressionTextureObjectParameter* " ?
Thanks
honestly man i dont realy know sory
i just put something together and it worked
i put that up here so people can see what i came up with, and try to get some new ideas out of it, also i hope someone will (optimize?) it and let me know if he does
again sory but i dont real understand what i did xD there might be some extra unnecesary nodes which dont do anything, but i didnt want to mess with it and jut let it be
edit:
i made a video that shows my problem,if anyone knows how to fix that please let me know
@jakka :
That’s basically the material i’ve posted earlier, but it only does world aligned Base Color texture. So when you will build lighting on this it will look incorrect, your normals still don’t blend. I wouldn’t even worry about vertex paint, since the principle is wrong. Notice the seam between your object and ground - that’s not going anywhere with your setup.
Btw, it seems that your object doesn’t have correct UVs in it’s first (0) channel. World aligned texture doesn’t care, it planar projects itself, but your rock texture actually needs them.
@hippowombat :
This seems promising, gonna try this with my mat. The problem i see is it still won’t help me to automatically blend to world space normals on my landscape, which is the only thing i actually have left to do for this.
@
true i did use ur setup as refrence, like i said im no pro at this at all. ive build lighting and it look fine to me, dont realy see see the diference(im not using directional light,only skylight and ill stick to that).you said normals dont blend, maybe but i dont even know how to fix that,as for the seam between ground and object i dont realy see the problem
thanks for the heads up on the object UVs ill try to figure that out, or maybe if you know what to do that would be great, also im here just to get a simple solution for my “project”
Well, for UVs you just need to unwrap them. That’s a basic thing every modeler knows how to do. Of course, that’s if i’m right assuming them to be the culprit here.
you were right, i didnt unwrap it haha
thanks
Glad i could help!
Hey, thought I’d share, was kind enough to share a pseudo-3d Texture projection method that, with tangent space normals disabled, works well to blend diffuse textures and normals over sharp changes in geometry between models and terrain. Here’s how it looks blending a sphere and flat ground:
and here’s the code:
Using this with either angular blending or vertex-painted blending may yield for some decent results.
Niiiiiice!!! :o
Thanks for sharing!
So, this material should be applied to both floor and sphere ?
Are those 2 textures (both diffuse and normal) identical ?
I wonder if it’s mobile friendly…
Correct, or at least that those textures with those mappings should be applied to both materials in the areas you want to blend. The two diffuse textures are the same, the two normal textures are the same no idea about mobile.
¿¿Is there a way to use with landscape actor??
Works for me with standard objects over a plain surface, but using it over landscape there is no way.
In the above example , the [3] texture is 512x512.
The landscape heightmap is 4033x4033, this using LandscapeCoords node.
¿What could be the correct arithmetic here to get the same size on both?
Hey guys, I’m working on a landscape-blending tool as my Graduation Project, so I thought it might be relevant to post here :). I used the Distance Field functionality in Unreal to achieve my results. If you are interested, I made a big post about it here : [Terrain Blending Tool (based on Star Wars: Battlefront) - Work in Progress - Unreal Engine Forums
Man, I would actually really love for this to gain some momentum so it becomes something that is a native part of the core engine code in Unreal. I cant go into any details, but thats how we do it. Its a core functionality and thus its also way cheaper so we can afford to do it cross platform @60 fps. I can also say that our solution automatically picks up the terrain texture, so there is no need for custom material instances depending on where you wanna place the asset, but again…its all handled natively via the engine code to make it fast and working in all cases.
I also think this is really something that will become more and more important to keep a high visual quality for games now and in the near future so PLS Epic…think about a native solution for this
Cheers!
Where distance fields are out of option, you can sample terrain’s heightmap in vertex shader and apply proper math to get terrain height at mesh’s vertices in order to get initial blend mask procedurally.
True…that would be the preferred method! But I am not aware of any access to the terrain heightmap via the material editor
Edit: or @ would it be possible in an easy way for you guys to enable access to the landscape heightmap via materials (like lightmassAO or the DistanceField Nodes) so we could figure out a way to do this that doesnt need the overhead of DistanceFields just to achieve that specific effect?
The rest can actually be handled quite in a smart way…like the different terrain materials etc that doesnt need code work