Hello,
I’ve run into a bit of a pickle. So I followed a tutorial online and got my landscape material working based on the angle of the landscape. Only problem is, I cant figure out a way to hand-paint on top of that afterwards. After all the math is done, this is what I’m trying to do:
How can I make it so I can hand paint on this landscape material? It compiles fine and the original landscape material stays in tact. I just can’t seem to “add to” this material.
Any input would be appreciated.
Thanks,
-Trevor
Hello LordTorsten85,
If you click on your layer blend mode inside of your material. You will notice under your details panel there is a layers drop down.
You can add layers to that layer blend and then use a Texture Sample for that layer. Essentially this is adding a channel that can be switched between when you are using the painting function on your landscape.
When you add a layer and apply the shader you will need to go to your landscape window. You will notice a layer has been added. What you will need to do is also add a layer info node and associate it with the appropriate channel. No specific tweaking needs to be done with the info node just name it something that correlates with the layer you created.
I will attach a screenshot of the set up I use when painting on a landscape.
Also this node is limited to five individual Texture samples that can be used with the layer blend. If you want more you will need to click on the Texture Sample and in the details panel, change the sampler source to Shared:Wrap. This frees more sample space for more Texture Samples.
Enjoy,
Thanks for the reply. I’ve used landscape painting before, but not with a material like this:
The final material uses material attributes from the blended functions. I’ve tried breaking the attributes and feeding them into a layer, then blending my other textures into another layer, but that has either not worked or crashed the editor. Any thoughts on this particular situation?
-Trevor
Hey , thanks for getting my brain churning in the right direction! I figured it out! Here’s a shot of what I did:
And here’s a shot of it in the viewport: (Sorry, lighting’s not built yet)
The grass with grass meshes and cliff blended with dirt layers all all based on the height of slope angle of the terrain’s surface, while the sandy (and very tiled as of right now) layer is hand painted on, allowing me to draw in beaches. I’m going to use the same method to draw in some dirt pathways. Thanks a bunch!
-Trevor
Not a problem that’s what we are here for.