I’m trying to find a beginner friendly tutorial on terrain materials. I’ve followed a couple to get me this far, but I really need something that breaks down how to reduce/eliminate the tiling effect from the texture. I’ve included a snapshot of where I’m at now and the material setup I used. I’d appreciate any advice or references to good tutorials you guys might have.
Fairly broad question, there are a ton of different ways you can approach this.
UV Scaling- you might be tiling too much, reduced the UV tiling and add a detail map to your shader
Tiling within your texture- try reducing the contrast or unique features in your texture to make it more general impression of what you are trying to achieve
Distance Blend- https://docs.unrealengine/latest/INT/Resources/Showcases/Stylized/Landscape/index.html add another map that blends to a different set of textures tiled at a different amount
I also have no idea what you are doing with the height map node in your material going to every layer? What is that doing?
I tend to blender (lerp) same texture map except i use different texture coordinates for second one to make it bigger. you can be fancy and use depth to hide blending next to character
Apologies for the link dump, but here are several that I’ve found and have booked marked in the past. Take a look and see if any of these help your situation.
It may be a combination of different setups that help you get the look you really want. These have helped me in the past with my basic setup to reduce tiling.
**** This is a UDK/UE3 tutorial but it will carry over. I’ve used this setup previously**** Oliver M’s Blog: Distance Based Texture ://oliverm-h.blogspot/2012/06/distance-based-texture-blending-ue3udk.html
Thanks for the help guys. Lots of learning to do here,and will probably have some follow up questions.
good call. I started by using the starter content grass material in my terrain. Going through each node and tweaking the settings to better visualize how it works.