Thanks, I appreciate it and will take a look once you have it up!
This is it:
I’m using default “empty project” camera, maybe it’s somehow related.
Hello,
You only hooked up your function to custom UVs but you did not replace the reference to it in the pixel shader with custom UVs. To do that, you need to replace the Lerp alpha with TextureCoordinate0.r
I appreciate the upload. In your area there are no issues, but I did some more heightmap changing and it seems in some odd cases it happens.
Seems to be a definitive float precision issue at certain normal angles. Thanks again for all of your help, it has me looking into the right direction. The cubemap portion was a great help as well.
Apologies if my lack of knowledge is a bit annoying. I have done as you stated above and I am getting SM5 errors.
Mathematically speaking this should happen. Instead of using If and have a binary choice between two colors you could paint them into a small texture where half is grass and half is soil, then you could use a z vector of normal as texture coordinate. Few triangles which will be exactly on the transition will have a slightly interpolated color to them which will be hidden by “cubemap coloring” or other color variation that you add.
ohh I didn’t look at the rest of your graph closely enough. I didn’t realized you had used ddx/ddy to make the hard facets. ddx/ddy won’t work in the custom UVs.
I think my original suggestion of using a slight fade distance rather than an IF would help.
To do that, just use ( Normal.B - 0.85 ) * 10 clamped from 0-1. the factor “10” would be how sharp the gradient is. I used 0.85 since that is what you showed as your cutoff on the if node.
Cubemap does help to mask these sort of transitions, thank you for your help.
This works pretty decently for me, but I still am getting some pixels being 50/50 in a face. Trying to blend this with a cubemap seems to help improve the issue somewhat.
Another issue I still have however is that if I want to paint the landscape manually I am unable to paint by normal/face/triangle. I can eliminate any sort of fallof/blend when painting, but I can not restrict it to per face. Is there a way around this?
Thank you for the help in advance.
Bumpity 10 char
sending another bump on this
I do not believe that will be possible without engine modifications.
So when doing the soft fade I suggested, do the “50/50” faces still exhibit the same noise just with less contrast?