I’m not sure if it’s my end but I don’t know why opacity masks on Nanite objects such as landscape or planes never work, when I save or rebuild Nanite, it removes the opacity mask, I’m working with a really large landscape that’s tens of kilometers wide and wanted to add holes in landscape for things like tunnels, basements, or other things. So is it possible that it does work and it just something wrong at my end or it doesn’t work at all
opacity on a landscape? this is likely not supported. doesn’t make much sense either way. opacity messes with raster bins and nanites culling logic. mosdef why it’s not working on landscapes. i’m guessing tho. haven’t actually tried.
also… basements and tunnels? well… you’d have to explicitly model that with real geometry or construct it with some terrain meshes or whatever you build the basement from.
Landscapes do seem to support different blend modes and shading models. Most are not useful owing to artifacts.
example: I tried using two-sided foliage for the grassy-parts of the landscape, works great, looks better vs opaque, but when the sun/directional light is coming across the horizon, there is always leakage. I’ve never been able to fix this even with two-sided flags wherever, and other tricks. As much as I’d love to get that fake-subsurface effect on that part of the landscape..c’est la vie.
Same with transparent, you can use it but it’s not useful in that your landscape just disappears.
What you CAN do is use the landscape opacity mask to put holes into your landscape:
EDIT: the mask thingie on nanite seems to work for me, 573. i nanite’d the basic cone and updated the material:
vs
okay, but can I use something else instead of the landscape visibility mask, such as a texture sample, or a runtime virtual texture sample?
Unsure, I’ve not tried. The opacity-painter is like a landscape-layer painter but it just creates a mask to pump into that opacity-output node. I don’t see why you couldn’t math things to the visibility mask node’s output, but I’ve not tried.
Otherwise since it’s just-a-material, I don’t see why you wouldn’t be able to math the painter-material either, or do both.
Another thing is that opacity mask with Nanite works with meshes, but not landscapes. But what if I make a separate landscape hole material instead of using the same material for the landscape?



