I’m new at UE4 , and I got some silly questions here , i’ll be appreciate if someone can answer me :D.
1. i used geocontrol2 demo ver to output the landscape for my game as the map , and giving a material that contains few other textures in it , that makes me can paint on the landscape , is there any other way better then painting myself?
2. whenever i paint one texture on another , it will pop out some** grey blocks** , however i wait or build , its just still there , how can i fix it??
* the grey blocks : ://i.imgur/fZwg4ME.png
3. is there any better way to put water surface and volume along the place i digged for the river then using blocks and plates fitting in?
sorry my english isnt that good , hope you can understand what i mean , thanks for the answer!!
Have you tried previewing the level? Usually the grid stuff is temporary until the lighting and such is all rebuilt. By doing a “play” test, it automatically builds all the necessary stuff, and for me all the “grid” features dissapear.
TO : zazabar
yes i built all with product light , and i played , its still there … thanks i’ll try more
TO :
that was the landscape’s mats tutorials i saw , or i dont even know how to paint on a landscape D:
// ://i.imgur/KILZpHc.png
// ://i.imgur/OKj0cLM.png
i tried these two way , but still has the problem , or maybe i should just rebuilt it and wait longer then an hour?
the spline tool is cool!!! , that a very better tool then the way i used before , thanks a lot !
Yes i did , as the first picture , i already did that , and i can paint on the landscape , the grey block only pops out when i paint a texture on another .
The grey blocks are the default texture? -> when yes, then you should choose the highest brush size and try to paint over it from the edges (so dont go into the middle of those block)
hmm… when i first paint on the landscape , it comes out a while and disappear very fast , when i paint another tex on the first tex , it comes out and disappear fast again , but when i put on the third or forth tex , it wont disappear anymore , even if i build all or wait for half an hour , played it or something , its just there…
its not a texture i put in , seems like broken texture or something
I found out the problem is , whenever I paint the forth mats in one block, it will turn into that grey block, and won’t fix till I repaint it with one mat , so it means I can only paint three mats once in one block , is there a default limit for this?
The default value for how many layers you have on one component is 0 which i guess should mean as much as you want but i havent done any testing.Currently i also have the same or similar problem, one of my painting layers is black, or i have black borders where 2 or more layers should blend.I know what cause the second problem but when i do what documentation says, one of my layers turns black.
There is a DX9 limit to the number of texture samplers a material can have, and unreal will generate a material instance of your landscape material for each landscape component. If you paint up a bunch of layers with a lot of textures, you may be exceeding the texture count for that landscape component and then it turns to default grid. Try putting specular/roughness into the alpha of the diffuse map, and put height into the normal map alpha, if possible, to keep each layer to a of two textures, then you should get to paint four layers. If you’re really careful and make special compromises with your texture usage, you can get up to 6 or 7 layers per component without hitting the cap and turning to the default grid texture. Note that on the Trello roadmap, Epic plans to increase the texture cap to 32 for DX11.
For the black layer border problem, make sure that at least one layer is using Alpha blend instead of Height blend. Usually this should be the base layer that will look good next to any layers. - You might have to paint this layer over the landscape first.
When adding additional texture samplers to the landscape material or material function, be sure to change the Sampler Source setting on the texture samplers to Shared Wrap. This will prevent the shader from hitting the hard limit for the number of samplers.