Try getting rid of the heightlerp for now and just hook the layer blend up directly. Thats your ‘Grass_layer_5’ node above. The checker pattern isn’t really a good pattern for this and only showed up in my test because I used a lot of tiling so it repeated alot. You probably have one checker covering the whole landscape at those scales. Or make another landscapecoords with scaling at 1.
>>So should I assume there is not way to just lerp the two materials together like explained before?
I don’t know why you would assume that. The above setup IS lerping two materials together. Whether you use a single “non weight blended” layer or two weight blended layers really does not matter. It’s mere a difference in how the data is stored.
If you really want to use weight blended with layers, there is a material function to help with that coming in 4.8, and one other function you need to make.
First one is just a MatLayerBlend that does a multiply on all of the Attributes and then re-makes them. Looks like this:
The second is one that Adds them together. It looks exactly the same except each multiply gets replaced with an add. Call it “MatLayerBlend_Add”
What you would do with it is multiply each Layer Function by a “Layer Sample” node that matches it. Then you just add together all the multiplied layers using the add function. That is all the internal weight blending does. It multiplies each layer by its own alpha and then adds the resulting multiplied layers. In fact that is how a regular lerp works under the hood too.
Here is what that blending setup looks like. This is just another way of lerping material functions using weight blended. I vastly prefer the non-weight blended version shown above since it is much harder to get height blending to do fancy things with this:
Of course someday soon the layerblend nodes may work with material attributes.