How paint-put 2 Materials (not simple layers-textures) on 1 Landscape?

I built my first complex material (without layers-blend) … Now … I’ve duplicate it changing all textures in order to get another similar material 'cause would like create blending-variations on the same landscape. Is not important, for me, if this variation between these 2 material is drived by painting or map.
I’ve tried in every way I know: landscapeLayerBlend, Materrial function, MatLayerBlend, Blend material Attribute,etc… etc… positioning them in every place between nodes, but the result is always the same : >>> I can paint (or put) one of two material in every landscape’s component BUT they don’t share the same quad-component… which turns as a default non-material (grey-chess)
So… is there a way to do this and how?

Did you try

Just click on all your textures and, in the details, change sampler source from ‘texture asset’ to ‘shared: wrap’

?

Hi ClockworkOcean, thanks for your kindly reply

Do you mean, here as the image attached? I don’t find these configurations you say… and after this how can it be the next steps? (sorry, I’m really new-beginner in UE)

Like it says, you need a texture selected:

You can do all at once :wink:

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Ouh I see … the problem is, I’ve not TextureSamples … but … TextureObjects because I need link them to WorldAligned node… this is the reason whydoesn’t appear :sweat_smile: Any way, Which could be the workflow in case I can change my textureobject to texturesample … I would change to “Shared: Warp” , ok, and after this, which are the next steps?

I’m not aware of the equivalent of ‘shared wrap’ for your workflow, I’m afraid…

and … staying in your idea that you have about workflow to solve my issue, (forget my situation, consider as I have “shared warp”) … which arethe next steps after setting “shared warp” ?

You need the alpha for each layer and then either blend the layers directly or use a landscape-blending node. The manual blend is on the left:

As far as texture objects vs other texture-type-nodes the Object node is ‘just’ a reference to a particular texture. You likely need to actually plug it into a Texture SAMPLER to actually sample a pixel. The sampler nodes are what you set to “shared:wrap” so they don’t consume as many sampler-slots (they are limited!).

I’d recommend this guy’s course on landscapes, it’s what got me started: Landscape Material Tutorial Part 1 (Unreal Engine 4) - YouTube

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Yes, Fixed! … What was preventing to do, in fact was Texture-Object node, changing this with Texture-Sample, it works fine with all the logics about layers.
Now the problem is … Texture-Sample doesn’t allow to do texture bombing and other similar magix, because incompatible link-node.

Object, Sample, Sample Parameter all do the same(ish) things, they get you a texture and/or a pixel therein. Check out the TextureBombing node for how Epic does it.

SInce the Object node is JUST the texture, it doesn’t sample, so you are obligated to plug that node into a texture-sampler. The parameter-sampler does both in the same node; it’s more a matter of user preference/convenience but they do have a slightly different context. And yes, in the beginning it can be confusing b/c you are likely ‘it shows me a texture, what gives tha t i can connect this one but not that one??’ :smiley:

Usually there is no can’t, there’s a math-path; it just might not be as performant as you want… :wink:

Many very thanks IlIFreneticIlI !! :grin: … yes, in fact, for me is still a mistery the difference between 2 (texture Object and texture Sample) … I know the meaning of the verb “to sample” in music, in experimental stuff, science, etc… but in this case my mind cannot get what could means “to sample a texture” (unfortunately I’m not a programmer, but a simple designer).
But it could be great if you can explain me … any way, many thanks for your kindly attention :pray:

It’s sampled by the UV coords. You don’t have that with a texture object.

The UVs give you a chance to say how the texture is sampled.

ok… so, if I get it in right way … a “texture-sample” node without some uv-coords node connected before it (at left side of it), is the same thing of a “texture-object” ?

Basically, yes.

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