Landscape material looks blocky. How to fix it?

The only file that should be a Raw16 should be the heightmap, the snow and ground weightmaps should be regular Raw files (found on the left side of the output in world machine.

OK, thats done…but the blocky look is still there…maybe there is some other problem…tried changing the landscape coords…didn’t have any effect.

Have you tried different textures to see if the blockiness is coming from the textures you are using? Once I changed your weightmaps to raw files the textures I used seem to come in without any blockiness.

What textures sizes are you using? Can you suggest some texture, so that I can try them and see if they work?

This is how it looks right now…

Slightly better than before…but not good.

The textures I used are in the starter content, specifically:

T_Ground_Grass_D and T_Rock_Basalt_D

I used the textures you suggested and it looks like this:

Looks better as it blends well…but I think the blocky patches will appear once we use a texture which is white in color for the snow.

Ok the next test I would recommend is to try using black and white coloring to see if you still get the blockiness without any textures. Do this by creating two constants, one set to 0 and one to 1. This may be a good test to see if the blockiness is definitely linked specifically to materials or if it comes through with just colors as well.

Ohhh…it looks pretty bad…

Can you tell me what are your WM export settings…I mean the Max elevation, Resolution and stuff. Might be a problem there.

@ I even tried creating a basic terrain in WM with 1009 X 1009 resolution and exported the terrain heightmap(RAW-16) along with two layer weightmaps(RAW - 8) of the same resolution.

Created an entirely new project in Unreal Engine.
Created a material with a black and white colors to try and check how it works.

Sadly, It gives me the same blocky look with that black and white materials.

I’ve tried in every possible way, but couldn’t find a solution.

Thanks.

Hi ,

I have another user who is experiencing a similar issue here: Landscape weight blending not working. Why? - World Creation - Epic Developer Community Forums

It looks like increasing lightmap resolution has helped them to fix their error. Can you try increasing the lightmap resolution and see if that fixes the blockiness for you?

How to do it?

If you go into your details pane for the landscape (select the landscape in placement mode) there should be a selection called Static Lighting Resolution. Take that up one number (should be from 1 to 2). You do not want to take this up too high as it eats up a lot of memory, so be very careful when increasing this value unless you have a render farm available. Also please note that this may dramatically increase the time it takes to build lighting.

No Effect. I set that to 2 and build the lighting and it looks the same.

That’s unfortunate, I will continue to look into this to determine what may be going on.

Why don’t you send me the heightmaps you generated with my WM project. I’ll try them with a black and white material and if it still gives me that blocky look, then I think we can look into the material.

What I meant is that it’ll help us narrow down the problem.

Hi ,

Just a quick update. I am currently building a new copy of your landscape with an altered setting, specifically the detail scale. You have it set to ~2m/pixel, which may be what is causing the blocky look. I was able to take it down to .6m/pixel, which is still fairly high but, once it finishes building may significantly reduce the pixel stretching. Having said that, this build is going to take a while so it may be tomorrow before I can tell you for certain if this helped the error or not, and changing this (1cm/pixel would be ideal, but not realistic at all) will probably put a strain on your system depending on how powerful it is.

Hey ,

I think I might have got the reason for those blocky patches. Although, I’m not completely sure but I think it is the selector node in WM just before the ground and the snow output. I think it causes the edges to be a bit sharp, that’s why may be the material looks pixelated at the edge of each material where the blend should take place.

Cause I’ve tried building a map with ~20m/pixel with three layers this time around. One without selector node and the other two with selector.

The one without selector node gives me a smooth blending, whereas the other two gives me the same pixelated look at the point of blend.

I’m gonna try that first thing tomorrow.

Please let me know what you think.

That is a definite possibility. Admittedly I’m not overly fluent with rendering so some of this I know and some of it I’m hammering through to find out why things are occurring. I’ll keep this build going (it’s only been 4 hours afterall!) and we can try multiple fronts to see if we can find a solution for you!