Landscape Visibility material bug

Alright, so like I said, my material doesn’t seem to need the complexity of yours, but I could be wrong.

I figured I can ignore my normal maps for now, and focus on the diffuse maps and then mimic the process for the normals after.

It also looks like you’ve got two versions of diffuse for each texture, at different scales. So there’s nodes in yours that I won’t necessarily need. It’s just that your material is so different from mine…

Judging by the image of my material I’ve attached, how would I hook this up properly? Or am I missing quite a few variables…? I don’t know how I’d hook up the A’s and I don’t know what you’ve got your results going into. And I doubt the Lerps are doing their job if they could, anyway.

Sorry for all this, but this is really bending my mind and for some reason I’m not learning this stuff very well.

I think the problem that you’re running into is that you’re lerping your lerps :slight_smile: try just using the heightlerp to heightlerp and drop all of the generic lerps outside of it. You don’t need all of the nodes that mine has… You just need the SPLATS going to the heightlerps and the results of those mixes leading to another set of heightlerps a standard lerp won’t give you the transition control that I think you’ll need

K I eliminated the basic lerps and set up the material how I think you said, by connecting heightlerps to each other. But I don’t know what to plug into the “A” of the top heightlerp if that’s the case.

Just can’t wrap my head around this…

Added you to Skype. Thanks buddy

Since I hate it when threads go dead without the person posting their solution, here’s how mine played out:

suggestion worked and the pic of my material setup that I last attached is the way to go, just plug whatever you want into A.
My other problem was that the splatmap I was using wasn’t completely filled with RGB, so it was allowing whatever texture that was plugged into A to dominate, since it was inhabiting all the open space.

I went back into Photoshop and fixed the RGB splatmap so that it’s pretty much filled with Red Green and Blue. I left a little bit open so I could plug another texture into A and have some variation.

What is the difference in Content Example’s Landscape map and our maps?
Because there the visibility brush works fine even with layer blend but when I migrate that material to my project it does not work. I tried different setups but the brush just doesnt work. I cant see the hole (if both has the “hole” material) and there is the good old blackness if the only difference between the 2 material is the mask stuff.

try implementing the mask in your landscape material and use the landscape material for both your landscape material and hole material on your landscape. Does this work for you?

That doesnt work.
When I use the same material (having mask) for landscape and hole there is no black landscape parts but no hole either. I pretty much tried every combination there is. :slight_smile:

Also I figured out the only difference between the Content Examples landscape and our “generated from world machine” is it is painted manually. Also I managed to create a similar looking landscape with HeightLerp node instead of LayerBlend. There was a HeightBlend with two height input. Like this:

The difference is there is less rock texture than with Layer Blend but fortunately Transition Phase helped a little with that. Problem is if I go lower than 0.4 then the whole landscape is grey (rock texture).

All in all it’s not the same result but close enough.

Honestly ,

 This bug makes a lot of headaches down the road for anyone that has landscape with holes in it. The way you have to build your landscape materials with heightlerps takes away a lot of the editable capabilities of the terrain, not just being stuck with the output from worldmachine but also if you need to paint masks later for eliminating grass growth, or small terrain changes that partially invalidate the texture etc... It would be great if this bug got a bump up in priority :)

52517-puppy-dog-eyes-s.jpg

Hi Levike,

In regards to this, did you have the material already applied to a landscape when you added the visibility mask? If so there is a known issue, UE-18187, in which materials that are already assigned to a landscape will not show a hole material. Try unassigning the material and then re-assigning it. Does this address the error? I’m going to bump the community interest in this to show that more developers are being affected by this bug.

Hi ,
Thank you for the reply. I don’t really remember now but I think I did that too. By now I managed to create the landscape that I want. Having automateted layers based on slope and the ability to paint a new material/texture wherever I want with the “Layer Weight” node. Using the grass output is a little buggy but it is a thing I think I can work out easily. (or just paint grass manually) Actually I’m thinking on making a tutorial about it too.

What gives the most headaches is the “Landscape Layer Blend” node bug.

I just experienced this in 4.9, and can confirm that just painting with a properly setup layer (click the plus button by your paint layer) will make the black go away

And wow painting holes sure does look great! Such smooth edges!

26/12/2018 and still having the issue, black squares appear on landscape, they go away on zoom out but then reappear when getting closer