created a new material for Terrain. Assigned an existing one. Turns out black.
What to do?
Start painting on the landscape.
also black. i guess it has sth to do with directionallighting. I have turned off ’ affects the world’. When i turn it on i see the landscape, but i want to have that turned off.
-assign the landscape material to it
-go into the paint tab - click onto the little + beside the layers
-select a layer - choose a strenght
-start painting
https://docs.unrealengine/latest/INT/Engine/Landscape/QuickStart/5/index.html
https://docs.unrealengine/latest/INT/Engine/Landscape/Materials/index.html
Apparently i had to rebuild the lighting. But i didn’t save it because some other materials got changed during this process and i cant manage to dial that materials to the desired values back.
ok i figured sth out. Has sth to do with spherereflectioncapture. have to dig a Little deeper
Ok if there is still someone out there who can help me , please.
Rebuild the lighting again. Now all Terrain was green and grass, but then after starting sculpting a Segment turned black again.
When you change something (e.g adding a mesh,…) it will jump right into the preview -> so you will have to build it again. But just change your light to “moveable” so that you dont have to rebuild it over and over again
…
This is what I spent 3 hours trying to figure out last night. Do you just create a Terrain Material, assign it, and then that’s it? Or do you have to add layer blend nodes and all that good stuff?
You have to create a landscape material (https://docs.unrealengine/latest/INT/Engine/Landscape/Materials/index.html) - assign it to your terrain - open the paint tab of the landscape tool - click onto the little + and create a layer - start painting
-either you paint the terrain by yourself
-or you create weight or splat maps in programs like world machine
well, i tested it with a blank Project. Works fine there. Create landscape mat. thats it.
My other Project is a FirstPersonG file.
The material i assigned there is a material that was used by another actor.
I will try to make my light movable. Maybe that clears sth up.
how do i make the light moveable?
Blackness. Both actors in the Image have assigned the same mateerial.
://fs2.directupload.net/images/150307/ful6jsck.png
In the details panel you can choose the mobility
Now with a picture we can probably help you better.
-what happens when you move the terrain to the height of the platform?
-place multible reflection capture actors
-how does it look like after the light build?
THird time that Windows crashed after building light.
I have to begin with a new Project in which i start building Terrain first.
Could you probably report your crash on answerhub + post your log (projects-saved-logs-the txt file)
https://answers.unrealengine/index.html
sorry cant find the txt file.
Do i have to make a lightmass importance volume when i rebuild lighting for Terrain?
go to documents - project name - saved folder - logs - there a file should be generated after the crash.
lightmass importance volume -> it’s here to define the area which should have the best light quality.
Ok, just to be sure, your problem is, that you have a terrain with a material which turns black after the light build?
Halleluja! No, before lightbuild, and because i keep ‘affects world’ in ‘Light’ off it stayed black. I created a cool lighting effect that i wanted to keep.
Anyways i think i solved the problem. For the terrain in the lighting setting i set Static Lighting LOD to 2. The up popping dialog gave me the hint. (to prevent crashes of lightmass set to 1 or 2) After light rebuild:
Now i saved my special lighting effect and can see finally grass on the terrain. Puu!
Thanks for all the help.
Finally got it, I think.
Why can’t it be as simple as:
- Select terrain
- Select paint tools
- Add Layer
- Drag/drop a material onto said layer
- Paint
- Add layer
- Drag / drop material
- Paint (this would go above 1st layer), etc…