# Texture deformation on landscapes

**URL:** <https://forums.unrealengine.com/t/texture-deformation-on-landscapes/19843>\
**Category:** World Creation\
**Tags:** unreal-engine, Landscape\
**Created:** [January 28, 2015, 10:37pm UTC](https://forums.unrealengine.com/t/texture-deformation-on-landscapes/19843 "2015-01-28T22:37:51Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![TimeSpirits](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TimeSpirits](https://forums.unrealengine.com/u/TimeSpirits)\
**Post date:** [February 2, 2015, 4:30am UTC](https://forums.unrealengine.com/t/texture-deformation-on-landscapes/19843/9 "2015-02-02T04:30:22Z")

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Frankly your setup is a little bizarre- you are running your splat map as a mask through the heightmap layer in your Layer Blend and then using what I assume is the same scale as your landscape. That won’t allow you to paint anything new. Normally you’d tile the height layer to the same scaling as your diffuse to achieve this effect on a smaller scale:

> **[Landscape Materials](https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/Landscape/Materials/)**
>
> Setting up materials to work with Landscape terrains

I would suggest trying this approach- it will let you import the splatmap as a weight map and now you can paint over it/replace it, etc.

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