I’m currently working on a top down 2D shooter and I’m having a little trouble with some level design. I decided to be cheap and fast with creating levels, so I decided on using a landscape to create the floor. I wanted to be able to easily draw on the floor using landscape painting, but understandably the color blends with other textures. Is there a way to have no blend to not make the edges look blurry? Thanks!
I think there is an example of harsher blend in the Stylized/Cartoony UE4 Sample Project. I could be wrong though
Checked it out, doesn’t really work. I’m looking for a pixel perfect cutoff when blending, if you know what I mean.
Ah sorry about that , I realized my method wouldn’t work when having more than 2 materials.
This will only work if you completely avoid the Landscape Blend Node and do your own blending, based on the fact that some materials are meant to be ontop of others etc.
Hopefully this will help you out
It’s easier to setup if you make all your landscape materials Material Functions as well, for easier organisation.
At the moment I am working on a top-down 2D shooter, and I am having a little trouble with some level design when it comes to it. As I was creating levels, I wanted to be as cheap and fast as possible, so I decided to use a landscape to create the floor in order to save time. I wanted to be able to paint easily on the floor in landscape mode, but the colour blends in with other textures so that it is difficult to draw on the floor. Can you tell me if there is a way to have no blend in order to not make the edges look blurry? Many thanks!
That looks very nice! Though, I’m not 100% familiar with how materials work. Could you do me the favor of explaining what I’m seeing? Are both of the pictures in the same material graph? What do you connect to A and B in the Blend Material Attributes node? What is the Mf_CheapIf?
Calling a function cheap and shoving calculations in it doesnt make it cheap.
Use an If and the result will be a lot cheaper…
How about you go prove if using the if node is cheaper than the above solution before saying your stuff first ? Fine if its actually cheaper but maybe you want to be helpful and more than just “all talk?” ?
What I’m plugging into A and B are materials functions, that are materials put together by the MakeMaterialAttributes node and made into material functions for easier organization and blending.
The cheap if essentially blends things at 50% gray (from a mask that you put in, creating a sharp line)
The sampled painted masks from the landscape, gradually falloff, so this will help it create that sharp line in the mask itself.
I don’t want to be a burden, but could you mind sharing that project with me, or at least the material, so I can get a better understanding?
Maybe you are just intellectually challanged. Adding a division and other calculations into a custom funcion is obviously going to cost more than not adding any calculations.
Do you need a fortune teller to tell you as much?