Material disappear even with all texture in "shared: wrap"

Why 3rd layer painted material disappear on landscape, even if all texture-sampler are in “shared: wrap” mode?? But only when I put something in normal, anything of any type of node … if normal is without node so it works. How fix this?
thanks in advanced

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I’ve just discovered an additional thing, which maybe could be helpfull to solve … it works only if I don’t use any texture bombing, texture variation or other way to randomize uv-texture … ok, but problem still remains, because I need randomize textures…

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You have your UVs wrong when you do the bombing. Can you see it’s a tiny grid?

Hi dear, firstly many very thanks for your precious reply …
… but, on web I found only this way to do texture_bombing… so is not correct?
What exactley I’m doing wrong and in which way I have to do in order to works my issue?
this is my set-up>>>

If you change that .04 to something else, I think you’ll find the look of the bombed area changes… :slight_smile: ( try making it a parameter, and the use a material instance ).

ouh … I think I’ve not explained my problem in a clear way, sorry.
The problem is not the esthetic “look” … but some mistery for which material disappear (showing the gray engine checker) when I create 3 layers landscape with texture-bombing or variation, and is not “shared: wrap” the cause because all textures have already this.
With 3 layers only it works if in 3rd layer I put only one channel (diffuse) with bombing… So, How can I get a Landscape-Material that works, with 3 or more layers, each with texture bombing (or variation) in diffuse and normal channels?

Can you do a better close up of that grey area?

this is … just like when, there is no material assigned

Ok, that is just the ‘no material’ material… :slight_smile:

Exactly, this is the problem: Why it’s happening since I’ve already all texture sampler in “shared: wrap” mode ? … this is the topic, my problem, what is wrong? it works only if I don’t put many Bombing or Variation in all layers … but I need it. So is there a way to fix this?

You can’t use ‘wrap’ if you’re using texture objects.

Why not use distance fading, it’s a much better way of getting rid of tiling

I chose a really obvious tiling texture. This is it without the method

and with

Without

with

Last one, honest - without

with

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Cool!! I didn’t know that DistantFading could be used also like a sort of “bombing-variation” … I’ll do this and I’ll return here to say if this fix-solve the problem for my specific case, or not. Very very many thanks for now, for your gentle answere! I’ll let you know

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unfortunately this solution “distant fading” works only with near camera point of view, naturally, because is parametric dynamic depending from distance. So, in to the distance far texture remains strongly tiled.
If this doesn’t solve, and Bombing and Variation make disappear material, do you think is there another way to solve this?
One more time very very thanks

How about?

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Cool, it seems is keeping enduring on 3 landscape’s layers!! … More of this, I’m using distance texture too, in order to help the effect. Now I’m just hoping that ill keep consistent with more layers too (without the error removing material). Many very thanks dear… So, this following is my setup for each layers >>>

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:laughing:


The texture objects I tested did not support wrap sampling, but you can modify the wrap sampling in the texture to break the texture limits.