Hello everyone, hopefully you guys know what’s going on.
So, I’m using landscape layer blending to currently blend three materials together. Cliffrock, CliffRockSnowy, and SnowSmooth.
When I was blending Cliffrock, and SnowSmooth, everything was fine, but when I worked on adding the CliffrockSnowy variant, whenever I painted that particular layer, it would cause the landscape component on which I painted it to entirely change into the CliffrockSnowy variant. After replacing it with a simple full-red debug material, I got it to the point where the component on which I paint this new layer brightens slightly.
The rocky surface is the Cliffrock base layer. The red splots is the CliffrockSnowy material. As you can see, adding it brightens the Cliffrock base layer slightly. I checked all the visualization buffers, and it only shows up in Lit, and Scene Color. In Basecolor, Roughness, Specular or the other views, it doesn’t show up, as can be seen here: https://i.imgur.com/cEJ4mxe.png (scene color buffer).
After removing all of the CliffrockSnowy layer, the component goes back to its normal brightness.
As you can see, painting the SnowSmooth layer does not change the brightness of the base layer at all.
Although the brightness issue isn’t huge, I do plan on adding a lot more layers, and I’d love to get this problem sorted before I continue onwards and end up risking having to do a major overhaul.
Quick note, much of my seeking answers lead me towards too many texture samplers being used. I use texture objects, and the landscape material stats indicate only 4/16 texture samplers are being used, so I am fairly certain that is not the issue.