I’m trying to get my Landscape to look something similar to that shown in the tutorial but its not happening,
I’ve tried messing around with the mapping scale setting for my material as advised in the tutorial but its not working any ideas on what could be wrong and how to fix it?
I would really like to assist you with this issue, but the link you provided is not working as expected. If you are trying to get the textures on the landscape to tile more or less, you either need to modify the Mapping Scale within the Landscape Coordinates node within your material, or you can reduce the tiling along the U and V to be less than 1.0.
Can you provide me with some screenshots so I can visualize the issue you are experiencing?
“by adjusting the setting it only gets larger or smaller but still looks the same.”
This is expected when modifying the Mapping Scale. What is it you are trying to change or achieve as in your original post that you are trying to change the size of your mapping scale, which you have done so successfully.
I can’t get the texture to look anything like the one in the landscape example as provided in the tutorial, it doesn’t scale properly.
Additionally I’ve examined the material used for the landscapes map in the example content that the tutorial I’ve mentioned is based on.This has two additional nodes with different settings, but even when I use this it still looks messed up.
So your issue is that you are missing a TexCoord input for the Texture Sample that is driving the base color. You have them for your layers, but not the Base of the Blend_Overlay.
In times like this, you want to remove all the unused sections so you can simplify the issue and locate where your material is going wrong.
Mate, I’m REALLY sorry about this, I’m probably explaining this really badly and I apologise profusely for that, I know the mapping scale works.
But can you see as soon as you start the game the hill wall textures are all blurry and as you proceed to the mountains adjacent to the first left turn they are all overly shiny.
I’ve tried this with a few different textures including the original one from the tutorial T_ForestGround_D and its all the same, how do I get it to look as close to as possible as the tutorial images that look realistic.
Mine just look messed up, I’ve monkeyed with all kinds of settings but no luck.
I apologise again for the hassle mate but I’d REALLY appreciate your help and am equally grateful for your very kind input so far.
Sorry for being a bit (very) thick, feel free to call me a [insert obscure swear word of your choice].
Okay, so to clarify you are a worried about the ‘shinyness’ of your material, correct?
If that is the case, all you need to do is modify the Roughness value. A value of 1.0 should get rid of your ‘shiny’ landscape. I appreciate your consideration of my time, but we are here to help our users, so no need to apologize
Hopefully this resolves the issue, but let me know if you have further questions.
The best way to do this is to open up the Content Examples map for Landscapes and compare your materials against the ones in that project. I would take screenshot of the material within the Landscape map and simply see what you could be missing.
This question has derailed from the original issue that was posted. If you have another bug to report you can create a new post and we will assist you. If you need general lighting and rendering help with your projects, I suggest using the Forums and our Documentation to get a better understanding of how this works within UE4.
Yes it works exactly as it should. I just copied the material in the Landscape Examples map from the Content Examples directly into your project. Connected the correct nodes, made sure the Texture Samples were pointing to the correct textures, and then instanced the material and applied it to the landscape. Below are my results.
You are welcome. Sometimes the best way to learn is to reverse engineer things in a step by step process. This way, when it comes time to recreate process from scratch you understand how it works and can troubleshoot the issues you come across along the way.