To other newbies who might search and find this thread;
You have 3 things in the material editor for the landscape material. LandscapeLayerCoords, which outputs into the left side of a TextureSample, which goes into the Base Color on the material itself.
Set the Mapping Scale on the coordinates to the resolution of your texture.
Remember to always set the texture mapping scale to the size of your landscape , if you have 2017 landscape , then set mapping scale of your texture to 2017 even if its 4096 resolution it doesn’t matter .
I mean you can, but its a hack Just make a proper roughness or increase roughness to 0.85 with a constant. Touching Spec is actually not recommended since it does something completely different in pbr than you are used to from traditional shading approaches
Whilst this is basically true there are some situations where you would need to break the rules.
I found myself setting the specular close to zero (roughness close to 1 at the same time) for a landscape with only basic colors / no normal maps. The ground on this one does not look like grass at all, does it? ://abload.de/img/ue4_envlandscape_002nwux9.jpg
Why not? A specular exponent of 0 in a Phong-style specular would be “bad” but a specular multiplier of 0 should be fine; it’s just like a black gloss map.
I’d be more concerned with setting roughness to 0 to “turn off” specular – that sounds to me like more of a hack, because you’re still saying “generate a bunch of specular, and then spread it out over an infinitely large highlight area.”
Is there some documentation that suggests why this understanding would be wrong?
You can multiply coordinates by some small number I think, also here is an issue with painting over the landscape I have run into and found a solution, I hope this helps someone:
If you get black spots all over your terrain where some textures won’t load properly or if you are seeing blocky edges where textures should blend:
change all layers in your layer blend node in your landscape material to weight blend, that makes painting a landscape work as one would intuitively expect more or less.
The above solution works to reduce texture samples to minimum, but the problem with only being able to paint few layers per Component of a landscape actor persists, anyone know a solution? I am getting black spots where the layers blend with more than 3 on a single landscape component. Can I at least make the last applied layer override the lowest one somehow?