Using LayerBlend Node in conjunction with a lerp

I’ve been trying to create a Landscape material that partially works procedural (at steep angles a different texture set should be used). Since I still wanted be able to use different texture sets for both the flat ground (topLayers) and the steep parts (bottomLayers) of the landscape I used two different LayerBlend nodes. Here the basic setup of the material:

But unfortunately it seems it is not possible to paint it they way the material is setup. As soon as I start painting one set from the bottomLayers, I can also paint on areas that should not be affected because of the lerp and always get black:

And also as soon as I start painting the topLayers the “lerp mask” is totally ignored:

Is this a bug or is it some sort of limitation?

Is there an other way how I could achieve the procedural part or do I have to paint the areas by hand?

This is what the “MatLayerBlend_Standard” node is for.

Note that this one doesn’t lerp every thing, you may need to look into “MatLayerBlend_StandardWithDisplacement”.

Hi Ryan,

thanks for the quick answer, I checked the Nodes you suggested, but I get the same result, because the nodes internally do exactly the same (just lerp between the values).

I found though a solution that works, here’s the material:

and that’s the result I was after:

My apologies, I misread the original question including what was going on in the screenshot.

I am not sure what was causing the problem in the first place or why a smoothstep node fixed it. I am curious if using a ‘Clamp’ node instead would also fix the issue.

actually the solution is to use a lerp with the layerblend as input for the blending.

I used the smoothstep just to get a hard transition between the two Textuer sets.

Thanks for the info. that does seem a bit buggy. Your original setup still should have worked fine IMO. I am glad you found a solution though.

maybe some obscure material compile thing with the layer nodes that the lerp forces to compile a different way…