Fix for landscape component getting brighter after painting a specific layer

Hi,

I ran into this issue today, where when I painted a specific landscape layer the landscape component where it was painted went brighter. After some plugging nodes, unplugging, turning features on and off, re-compiling again and again, I nailed down the cause. So I’m posting here in case someone run into the same issue, because I didn’t find the answer searching in google, AnswerHub etc. I also posted the way I fixed it here:
https://answers.unrealengine.com/que…3658/view.html

The screenshot attached is a mockup, but the bug looks very much like it (I didn’t have the patience to put the bug back and wait the compile times only to take a screenshot).

The clue that helped me identify the cause was that the component was getting brighter, but not overall brighter (as in the mockup). I first thought it could be a fresnel effect I added, but then I noticed it was the specular that was getting brighter. As I didn’t plug anything in the Specular attrib., I checked the AO attrib. This was the only layer that didn’t have an AO/cavity map plugged in. So I guess this may be an issue, because I thought that the engine would assume the AO value to be 1.0 (=no cavity occlusion) if you didn’t plug anything in it.
I just connected a constant with value 1.0 and the brightening was gone.

As a note: the layer was the top layer in the stack (highest index). As it was a clean snow material, a cavity map was not needed. I didn’t test, but I guess the position of the layer in the stack/array don’t matter here. Also changing the layer blend mode to height blended didn’t solve it, same results.

Hope this helps.

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