
Works, thanks.
The problem is when merging the values with a LERP also blends the range filters. It need to use the alpha mask of the LERP to avoid it and separate the mask correctly.
Now Im using the LANDSCAPE LAYER BLEND node. I created a total of 8 height-layers.
WH - White
RZ - Magenta
RR - Red
GY - Yellow
GG - Green
BC - Cyan
BB - Blue
BA - Black
The goal is to asign 8 color-textures to each layer with the normals (8x2=16 textures). This is imposible because the MAX texture samplers are 16.
This is the “wish list”:
+1 R Grayscale Height Splatmap OK
G Grayscale Slopes Splatmap
B Grayscale Rocks & Others Splatmap
A Flowmap
*1 RGB Landscape Normal Map OK
*8 Color Maps
*8 Normal Maps
+2 UE4 Lightmap Cooefficients OK
+1 UE4 Specular Cubemap OK
5/16 TEXTURES SAMPLERS TOTAL
For the moment using only the R grayscale splatmap there is a total of 5/16 textures samplers, when should be 4/16 ¿why?
Another question is ¿how to change the vector R from 1 texture to the B vector of another texture?? Example.
I created a R color-image extracted from the B normal-image. The goal is to integrate various textures in the same files.