Hey ,
thanks for your reply. I will try to explain better what I did and whats is not working.
So first of all I have a material function for rock and one for soil/forestground. Both functions use the pom and output pixel depth offset from your pom node into the according pin in “make material attributes”
I then added another lerp node inside of a copy of MaterialLayerBlend_Standard and hooked up pixel depth there as well.
So what I want in the end is basically behavior for both layers in my material (and even more than these two in the end:
I made my material like :
But then it only looks like :
so for some reason, even though I pass the lerped pixel depth values from the two functions via the material attributes, it seems they are ignored in the end.
When I hook it up like , it works for that one function that I use of course:
And when I try to kinda force it by connection it after breaking it, I get an instant crash with the line I wrote above:
So thats basically what I am trying to do. I havent yet even touched the look of the blending of the layers with pixel depth since I never got that far
Hope helps a bit more to reproduce the!
Thanks and cheers!
EDIT: I dont know what your take on is, but I initially wanted to use tessellation for all landscape material stuff, but even with a distance fade on the multiplier, results are super slow and not very clean cause of limited landscape base resolution.