I am using Brushify asset for landscape. And I have some roblems with it.
The first problem is that if I don’t use virtual textures, my landscape simply doesn’t build and gives warnings during shipping. As a result, it simply replaces everything with a standard material.
The second problem is that if I use virtual textures on the material, the material starts to look bad.
Help me fix this
WARNING
LogShaderCompilers: Warning: Failed to compile Material /Game/Brushify/Materials/Landscape/M_Landscape.M_Landscape (MI:/Game/Maps/MainMap.MainMap:PersistentLevel.Landscape_0.LandscapeMaterialInstanceConstant_213) for platform PCD3D_SM6, Default Material will be used in game.
Are you using Runtime Virtual Textures (RVT/RVTs) anywhere in this? I am not familiar with brushify.
I can say one VT cannot feed another, you get odd feedback. Thus if the landscape material renders to an RVT you cannot use a VT as a source texture? I haven’t checked in the last couple versions but I believe this is still the safe-rule.
Otherwise if you are sampling FROM an RVT for the landscape material, check the properties of the RVT volume and how many tiles/density you are using. Higher values cost-more but increase the resolution/fidelity of the data inside the RVT.
looks like a brushify option? I don’t own the product, I roll my own and I am not going to diagnose that for you. There could be whatever endless logic between that setting and what is going on in the shader, sorry.