Landscape - painting layer causes entire component to brighten

Hi, I started having an issue today that looks like yours. I don’t know if the reason is the same, but the answer / fix for me was:

  • Input a constant in the AO input of the material that brightens the landscape component when it gets painted in. You can use 1.0 as the value for the constant. It will correspond to 0 cavity occlusion.

The Ambient Occlusion material attribute is multiplied internally (by the PBR implementation shader calculations) by the Specular attribute value.

This is to allow us users to avoid the material showing specular reflections in deep cavities, crevices, imitating what happens in the real world. Or in other words, it’s a way to have ambient occlusion in surface relief features only present in the normal map (because the Screen Space AO, for instance, only recognizes cavities in the actual geometry, not faked in the normal map etc). Sorry if you know this all, but in case you don’t…

So (back to the brightening bug) this may be an issue. Because I though that if we don’t plug any value in the AO attrib. input, the engine would default to 1.0 (= no cavity darkening at all).
But if you actually have an AO map/channel plugged in, I don’t know the answer.

If you’re still having this issue, hope this works.

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