Hi There. I have been beating my head against a landscape issue for a few days now. Basically I have a landscape, it has 4 layers, all layers aside from one are set to LB_heighblend. One layer is set to LB_Alphablend, as recommended by this [Documentation here][1]. They show my issue, say to set a layer to alphablend, which I do, but I still have holes in my terrain.
Th weights for each layer are imported from a splatmap from World Machine. All the layers values added together equals 1, across the whole terrain, so there is no place that my weights should be 0, which as I understand is the cause of holes when you see them.
I’ve attached a picture of my material tree, and what I’m seeing. I’d love it if someone could help me.
Also, to further illustrate, click [HERE][2] to see a video I made explaining my full setup.
Also, in case anyone wonders, If I set all layers to alphablend, I get no holes, but that is not a solution.
[FullView][4] -
In this image, the bottom stone layer is not using a heightmap as you can see. That is the alphablend layer.
This is NOT the answer to my problem. Why was someone else able to mark it as the answer? I state clearly in my first post that I have done this and that this is the result even after setting the one layer as an alpha blend.
This is the answer. Ur exact problem is written in the ue4 docs. Just confirm your set up is correct. Is your first layer the alpha? How did you save your layer infos?
I did not change my nodes from what is shown in the picture. You can see the bottom layer does not have a heightmap plugged in, that is the layer that is marked as LB_AlphaBlend.
The Layer infos were created as normal in the terrain tools, I chose WeightBlended for all of them. Is this what you mean?
Ok, that didnt fix it. The result is still the same. Is there a limit to how many layers can be contributing to an area? the areas I see the issue are only in places where there’s 3+ layers contributing.
Though, now if I paint very very lightly over everything with the alphablended layer, it appears to be filling the holes properly, though it is slightly changing the appearance. But I can live with this.
Ya the weight total cant equal zero. When the brush is blending i think its subtracting from surrounding layers possibly creating a zero. Try saving ur alpha blend as a non weighted layer. And i think its a 16 texture total for the whole landscape.
I’ve run head first into this problem too, and I’ve been unable to find a solution. Unless I set all of my layers to use alpha blending, then I get giant holes all over my landscape.
I am also having this problem. Judging from the amount of people this is a serious issue that needs to be addressed, especially now that shared texture samplers are allowing us to have so many layers.
Epic, if you guys can’t fix it due to priorities can you at least point us to what the fix IS so our programmers can quickly rectify this ongoing bug?