Been working on a landscape material for the last week for use in Landscape Vistas, I am left with two problems, the main one being Normal Map Blending.
I am using a World Aligned Blend to calculate slope angles, its working fine for Every Texture Sample asides from normal maps, its trying to draw the Base Colour through the depth of the normal maps.
Example (this material has an emmisive output to better demonstrate whats happening)
Without Normals
With Normals
A wee 'lil .gif
https://i.gyazo.com/6a9fbbf0aa1a259649e2cf36e4c521b6.gif
My World_Aligned_Blend set-up
I was looking through the Stylized Sample Project as suggested on another thread, only thing they are doing different from what I can see is they have something being fed into the In Explicit Normal (V3) but due to the non existent documentation on the node and the fact I have only been using the engine 2 months I’m afraid I’m stumped.
If you could explain in Lehman terms that would be great, but I do know how to use google so I’ll try my best to research any subjects I’m not familiar with.
Thanks everyone 
Sorry, changed to Vertex normals as I don’t have an input for explicit normals (I don’t think I’ll need it), still producing the same results, but should make things easier to debug.
Still not solved
Hey DP Studio,
Could you show me the rest of your material so I can take a look at how it all comes together?
The world align blend is usually used for things like blending moss on top of rocks, so what you are seeing is expected. See the below image for an example of how this is done.
World Align Blend - Moss Rocks
Are you attempting to have a landscape use world coordinates to define where specific textures and materials are layered?
Cheers,
As in they are expecting something like moss to not have a normal map and instead will just use the rocks Normal?
And yuhp, I am using WorldAligned to texture a landscape based on slope.
My material is made of of 2 functions, so I can keep my material modular
Function containing material attributes:
Function Containing the world aligned blend calculations for 4 types of blended materials:
The world aligned blend function I created:
And the final material:
If its needed (by you or anyone who wants hight placement), my height placement calculation:
thanks man
Edit: Is there a proper way to go about getting textures to show on certain angles? I was using material layer blends with my old Landscape Mat, but the documentation says that its a bit of a resource hog.
And sorry, I’ll reply once I try out your method, it might take me a while to test because of my system :\
Better look at a very basic Material set-up I have and the different types of ways I’ve tried getting it to work:
Better look at my Material Attribute Function:
Main Material:
Solved
Well… no longer require assistance, I’m just going back to using world position, its crappy results might suite my project after all…
God dammit, someone please answer this!
So how I resolved it is by not using the world aligned blend for that specific part and replace it by a 0,0,1 vector and apply a dot product on it. To the same 0,0,1 vector i apply a tranform vector to convert it to world space. Then I multiply the output of that dot product by 20 to get a higher contrast.
It’s not the exact same result but it’s compareable and you can also add the object normal maps to it to get more detail.