Blurry Textures in the material of Landscape

Okay, I think with everything you’ve told me, in addition to height blending and creating a texture that’s a mix of rocky soil and snow, it could look pretty good.

And yes, I thought about blending the assets with the landscape texture, but I’m really having a hard time understanding the flow of the nodes and why each thing is done in the aforementioned tutorials.

Another question that arises when I see that landscape painting isn’t the only thing you have to apply to achieve the result I showed before: How do I paint the mountains and make them look like the second image?

Thanks for all your advice and explanations.

Same answer as my last comment I’m afraid. Assets, assets, assets. And textures and normals.

I very much doubt the effect on the bottom image is due only to terrain. The resolution there is insanely high. There’s also tons of foliage on it. Even the snowy parts, I can tell there are assets there.

But even for just the landscape, the bottom image has very high contrast between layers. And you can paint at rates that aren’t always 0% or 100%. And eliminate the tiling effects. Then you’ll see huge improvements, but still nothing like the bottom image.

On a personal note and as a Canadian, it’s a bit bizarre seeing the mountain tops not have snow and the bottom have snow. That’s not how snow works. LOL Not saying it isn’t possible, it’s just not what I’m used to seeing. Can there be rocks showing at the top? Absolutely. But not consistently like that. :slight_smile: And it wouldn’t be grass. If it were rocky and much steeper, you can get that effect. But not with vegetation. Steep parts can have a lack of snow, flatter areas have snow. This does the opposite. So it actually doesn’t look realistic to me at all.

Anyways, it’s like I said, terrain in UE is very smooth. If you want high detail, you can ramp up the resolution and get better textures and improve your normals, but you’re still not going to get away from the smooth look. You need assets for that. In my game, I added virtual height fields for way more definition and maybe that second image uses that. But like I said earlier, collisions don’t work with virtual height fields.

Yes, you’re actually right that assets can be used to decorate the landscape and environment quite well, and also that the second image is unrealistic.

But the Landscape part is getting complicated for me since the texture isn’t quite right. I don’t think it’s ideal to just use one texture in the Landscape; I’d like to include some dirt. As for implementing many assets in the Environment, I’ll have quite a few optimization issues, I guess…

Yeah, landscape materials do get quite complicated. You’ll have a separate section in the material for each layer. Each with its own set of textures. Have you set those up? And then you have to deal with removing tiling effects.

Yes, I have each layer configured, as I needed to do so for the virtual textures. As for texture tiling, there are tutorials that teach how to do it to better conceal it.

Finally, after all the adjustments, it looks something like this:

I tried to paint in a way that more or less conceals it. But anyway, I imagine that by adding assets with several well-configured LODs, Height Blend, and some other texture settings, I imagine it would improve quite a bit.

It looks like your landscape is setup correctly. But that’s really high contrast between your layers. So it’ll likely always be difficult to make that blend properly. Also, it looks like you need more resolution on your landscape for what you want to do. That’ll be a decision for you to make if the hit to fps is worth it.

Could you post a screenshot of a similar angle but with “Lit Wireframe”?

It would be a good idea to increase the resolution if there is a way to do some sort of LOD with Landscape, which I think I did once… In here there’s the screenshot of the wirefrime:

Anyway, I tried to do it just now and the Landscape position got messed up and everything was floating…