[=;326089]
Thank you for the reply.
Sorry if I sound off and I really don’t mean to diss the software, everything I read seems that even the Pros have trouble
with textureing landscape.
Just so yoyr clear on what I did that resulted in the images in those links
I made the heightmap and exported the splatmap etc with it, the map being 4033 and texture, splats etc 4096
imported the heightmap and got it set in the location with height etc all done made a folder structure
\Landscape\Materials extures
Imported the textures to that textures folder and splatmap to the materials folder with the material
I then edit the material and made that setup you see in the link following this tutorial
https://.com/watch?v=K9WTKK9f1b8
the result was that black landscape.
I wondered if it was the splatmap so I hand made one using
the heightmap to select the shading eg: select by colour range selecting the whites copy paste to a layer
then the grey range I wanted copy paste to a layer and lastly the darker shades to a third layer, I then
copy pasted them into layers in the channels tab and removed the red, blue and green channels renaming
the new ones as need be then changed the image to a 16bit RBG and di the material process again in UE4
the result was a cover that was %90 the blue layer (the lowestlayer) and %10 th dirt (the next layer above the lowest)
the mid layer (Green) and high layer (red) did no show at all.
What I’d really like to be able to do is something as simple as make a material:
for use with a splat or weight map
highest layer (Red Splatmap layer)
Blend
Crack_Rock 0.5
Mossy_Rock 0.3
Blend
Dryed_Crass 0.6
Clover_Grass 0.3
Blend
Wet_dirt 0.6
Wet_Sand 0.4
Sand_Shells 0.2
connect those to a layer_blend either weight_blend or Height_Blend using a weight_map or a heightMap
and lastly drop that on the landscape and have it blend nicely giving the higher number prioity with the lower
numbers being patchy random section over the landscape eg: dryed_crass with patch’s of rich green clover here
and there.
Sorry if I make a standard material and try to paint it, I get the brush filling the whole cell in regtangles I have black patch all
over the place where I’m painting, I can’t see the edges where I’m trying to blend itjust a mess so I gave up opting for the splamat
blend method, I’d like to endup with something like this
https://www.dropbox/s/vhwz2nqxut7l32k/Screenshot%202015-07-06%2016.52.18.png?dl=0
Thats an over veiw from WM
I’m using an i7 4770 @3.8Ghz with 32Gb ram running windoz 7 Ultimate on a 500Gb SSD and has a 4Gb GeFroce 970 video card
Do I need to throw this out? I’m sure there would be some running after my truck arms wide open hopeing for a catch
Edit to add the two splatmaps maybe theyer my issue
https://www.dropbox/s/19etb2mc5ezdm43/Splatmap.png?dl=0
https://www.dropbox/s/gxr69qm5ea8et3x/Splatmap.tga?dl=0
I tried two different maps both I got fails
[/]
I think the problem is the workflow. This video is from last year and there have been a significant amount of changes to the landscape and landscape materials workflow. Try these steps instead:
- In your WM file, change your RGB outputs to .RAW height outputs. This will save each piece of data as an individual file instead of all as one image.
- Remove the splat map from your material entirely. Switch the layer blend to landscape layer weight nodes for each layer.
- When you import your tiled landscape via World Composition Browser, assign your material before importing and assign each material layer to its’ respective RAW files (this will appear on the import screen).
- Import and load the tiles.
Once you do this, the materials should be prevalent on your landscape and you should be able to set up your layer weights to paint if you need to make any alterations. Make sure that your RAW and RAW16 files are the same size or they will not accurately match up. Both should be a power of 2 so make the landscape resolution 4096 as well.
I’m following the steps listed on this wiki page: https://wiki.unrealengine/World_Machine_to_UE4_using_World_Composition and have found it to be consistently viable. I would highly recommend following along with it as it is efficient and a significantly easier workflow overall to attempting to use splatmaps after importing.