Landscape proxy renders different than the others

There’s a problem with my landscape, for one of the landscape proxies (because I use world partition). the shading of the proxy is lighter than the others

It didn’t had to do with the material or the lighting

I’m not sure why its happening, but its annoying, especially when the directional light is directly above it

It’s the proxy material.

The reflection value.

And you should make all “proxy" materials the same base material you create custom with the specific textures for the landacape as part of the instance definition. Only way you can be sure the values match is to specifically not allow them as an option.

Also, and more appropriately, you should only be using the proxies and not the landscape at all.

The thing is this what it looks like without a material

Also, what proxy materials?

What are proxy material?s

I’m assuming you are baking landscape impostors - maybe that isn’t what you are doing, but it is what you should be doing which can be normally considered a “proxy".

Each of these baked impostors have their own material assigned that contains the texture captured when you generated the impostor. Usually they also have a specular value that isn’t set, and a different material shader space than landscape materials. The combination is what ends up driving the difference in lightness/shade.

If you aren’t baking landscape impostors, you should look into how that used to work (because no idea what the deal would be with newer engines that don’t work anyway) and not use landacapes into final builds…

(post deleted by author)

How do I bake landscape impostors?

Also, its not just affecting the shading and color of the landscape, but nanite tessellation too

And it’s only happening on this landscape region called “LandscapeRegion_0_0”