I’m using a layer blend shader to allow my splat map to control which textures on my landscape go where. I have my Layer Blend nodes all set to height blending, as any other setting just seems to fill my entire landscape with a single texture and ignores the splat map. That works, but the blend is just a fuzzy alpha blend determined by the resolution of the splat map. It’s okay for far distance stuff but not for anything closer.
What I’d like to be able to do is to use a height map to blend between each texture. With the splat map plugged into the Layer Blend height slots, is this possible?
Thanks!
You should import your splat map as layer info instead of using it in the material. Should be cleaner looking.
Also post your material.
I’ve attached a shot of my material.
I had a go at using Layer Info, by splitting my splat map into four separate PNGs then plugging them into each layer, but that made things much worse. My splat map came from World Machine and there’s a lot of overlap between the layers, which works okay with the splat driving the height in a Layer Blend mode. Using Layer Info however seems to disregard any levels of transparency, so my with my first layer being grass, I end up with grass covering virtually all my landscape.
I also tried painting over this, which worked somewhat, but I would get some areas which went black when painted, whilst other parts worked fine.
This is from UDK but works in UE4 too.
Would this give a different result when compared to the Landscape Layer Blend node?