I built out a Landscape material with 5 different blending materials. I created each with a “Texture_Bombing” material function to remove any tiling issues with the textures. In order to use that material function the textures must be “Texture Objects” not Texture Samples.
When I have more than 4 materials on a single landscape tile, the tile’s materials disappear and all I get is a square grid pattern. (Seen Below)
I know with “Texture Samples” you just need to ensure the “Sampler Source” is set to “Shared Wrap” and that fixes this issue. Only the “Texture Objects” that I’m using don’t have this option and I need to have them as Texture objects in order to use the Texture Bombing feature.
Does anyone know a fix for this with “Texture Objects”? Or is this just a limitation for them?
Hey there @Ken! Welcome back to the community! I think you may have actually already nailed the fix and didn’t know it! Since TextureBombing is a material function, it still uses Texture Sampler’s under the hood. The texture object is meant to be plugged in, but there’s still samplers underlying that you can change over to Shared:Wrap.
Search the engine files for Texture Bombing and copy it, then paste it into one of your content directories and change the name.
Hey so I may have gotten ahead of myself with your proposed solution. I assumed it would be the fix until I was actually able to swing back to the project with the issue and test out your solution.
I just went through and adjusted all of the texture samples within the “Texture_Bombing” material function to be the “Shared:Wrap” but still getting the the issue when there are 5 or more assigned materials to a given landscape tile.
Is there something else I need to turn on for these?
Oh that’s unfortunate! I would assume that should work since the texture wrapping is usually the cause of that issue. Is your landscape a normal landscape or nanite landscape?
There is a maximum limit on absolutely everything.
In this case, it should be 128 based on the version of DirectX in use.
Additionally, you shouldn’t have more than 3 “layers” on the same mesh no matter which way you spin things.
Performance is a thing - even on cinematic for this one.