Howdy!
I’m trying to make my landscape not look like one texture over the whole thing, with macro variation and everything. Not only does that seem not to work, but when doing a layer blend it somehow turns into this strange glass/water looking landscape. I’m assuming that it’s because I’m making a procedural landscape, and applying the material to it instead of creating the landscape beforehand, but am not sure if there’s a workaround.
I made a recording of both issues, showing the material layout and all. I believe the main issue with the landscape repetition comes from the landscape coords, and the glassy look from the layer blend.
Yeah I figured out that the issue is 100% due to doing Procedural Generation. Made a landscape and made layerinfo, and the macro variation works as well with that all. So, the issue is not resolved but I can see why it doesn’t work. Anyone have experience with materials in procedural generation?
Hopefully this helps anyone having an issue with micro/macro variation whilst doing procedural terrain generation, but for me the solution was to use the Absolute World Position XY instead of texture coordinates/landscape coordinates. As for the layer blending, I found that making a micro variation with a variation tint and linear interpolation is what works for me, but you should be able to use other textures and lerp them as well (I think). Still looks a bit weird since I think the normals need to be redone for lighting, but the texture itself looks much better than a carpeted or glassy look that it used to have.
Here’s the end result and the blueprints as follows that ended up working for me: