Tiling issue after creating terrain from height map

Hi!

After I create terrain via landscape with height map I dont like the default material tiling. For my projects I often need 1 8k texture and not tiled one by default. I cant figure how to reset, set UV space so assigned texture wont be tiled? I tried a lot for many hours, cant get it to work so I ask you. If I import .fbx terrain it works all right(I can unwrapp it before,…), but I want to do it via 8129 height map.

If I try to reduce default tiling with TexCoord node and values such as 0.0001 it is better but impossible to match precisely if I need 1 texture mapped in a planar way precisely without any offset.

Image1:Default settings use tiling.

Thx

A) don’t use landscape.

B) when using landscape anyway, landscape layer coord is the node to use to define UVs.

C) its huge, so you will almost always have to have tiling.
Thwres a precise formula to use to define the uv to stretch across it all.

You need to play with it somethig like

WPO > mask RG > over object bounds × 2.

And since it uses WPO its ovsiould more expensive than its got to be.

Thx.

The solution is:

Use Landscape coords for UV.
Mapping scale must be the same as original height map.
So if original height map was 8129px, mapping scale must be 8129px. Anything less makes it tile.

Remeber that thats only “fine” if you have a standard landscape size.

You won’t be able to re-use the shader on differently sized landacapes because the value you enter in the coord node is not something you can change (like a scalar).

Most people will go with it, then change landscape size and have everything screw up/waste time figuring out why.

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