I have created a material that I can use to paint the terrain object, when I created the material (yesterday) it was working fine.
However since I moved the content to a new project I seem to be encountering an issue where instead of one of the material functions painting onto the terrain, it now just seems to currupt the quad I am painting on.
I have a video I made yesterday where it was working fine.
however today… it does not work properly (see attached). There have been no changes to the material, the only thing that is new, is that I copied my entire project to a new folder and renamed the the new project so that it would not share the same name in my file structure.
(I did look this issue up on Answer Hub and there were some older issues from the 4.4 days that resemble this, however merging all my material functions into the parent material seemed to be the only work around that was suggested. And while rendering speed isn’t really a concern since this is for a cinematic to be rendered to file it would still be pretty ungainly and not ideal to merge everything to a single material since I may want to use these functions separately in the future. )
Any advice on this issue would be greatly appreciated.
just a small update, I merged my Material Functions into the Masker Material, and no joy.
My going theory right now is that there is just too much going on in the materials. However, I don’t know why that would effect only one part of it, and not all 3 parts.
so apparently the problem has to do with static lighting being turned on in the project settings. in my initial test level it I had static lighting disabled because the project was for a scene that did not need it, so I had it turned off. However in my newer level I specifically wanted to take advantage of baked lighting because I wanted the emissive properties of the material to help light the scene.
Am I correct in assuming that some how baked lighting takes up a slot that would otherwise be used in this context?
Seems odd that this would be the case, but it is the only thing I can think of.
Are your texture samples set to Sampler mode “Shared: Wrap” when you click on the nodes in the material? If not, then you can probably bring back your deleted textures once you enable that. You were likely run out of samplers.
Are there any drawbacks to using this setting in the texture sample nodes?
Even when I was @ 14/16 samples I was having issues, though not as bad, but still more or less the same issue, however if I repainted the particular quad it seemed to go away after a few tried. now it just seems to work like it should now that I am reading 7/16.