Some of the landscape layers are black (After updating from 5.1 to 5.3)

Hello everyone!

I know this is a common issue, but I forgot what to do with it. I have my landscape material set up, but some of the landscape layers appear to be completely black. I’ve reassigned its layer info for several times - doesn’t work.

Blending mode is set to weight-blend.

Thanks!

Check that the material acrually compiled.
Its more likely something somewhere changed valued or behaviour while migrating one version to another…

Well, the material compiles well. No errors.

The layer as well?
Set your preview to the correct percentage for the specific layer to doubleckeck it.

Its rendering as black so it should also render as black within the material editor…

Hey there @Rocotos! Welcome back to the community! I agree with MH, it might be a good idea to check how the material editor preview looks. Have you recompiled your shaders since the migration?

If I got you right - it previews fine. I suppose the problem is somehow connected with the landscape layer order. If I put textures from this material to another, functioning layer - everything works as intended.

First of, you don’t actually have to do that, the preview window has options for layer weight.
And that’s what you want to try using as the issue could be due to some sort of blend (though near impossible).

Second of all, though landscape components should default out to the default grid material once your shader exceeds the maximum amount of textures, review your material and make sure all textures are using shared wrap.

3rd.
Just because the preview looks a certain way doesn’t guarantee in game the look will be the same - most common with metal and reflective materials.

For one, you could be missing reflection captures.

Other differences could be due to light and lighting modes - as well as rendering modes now, with GI and all of that.

With a that in mind, certainly your texture’s diffuse is not black, but it is being rendered as so, even within the preview.

Maybe there are some instance parameters set on the material instance used for the landscape, or, the instance needs to be re-assigned to the actual material to regenerate its shaders…
If you arent using a material instance, you probably should, so the parameters you customize don’t mess with the default material.