Problems with Ground Material for Landscape (again^^)

Footloose1993
Fri, 26 Apr 2019 19:50:53 +0000
World Creation

Hey all

I have a well known problem with Unreal, but I can’t solve it.
There are a lot of threads about this (thats what I mentioned with “again^^” in the title), still
it doesn’t work. The material is still black on the landscape and strange in the preview.

First things first, I am using Unreal 4.19(.2).

Second, I created a “GroundMasterMaterial” which contains 5 different texture sets.
Each set contains an albedo/baseColor Map (still don’t know the difference), a Roughness Map,
a Normal Map, an Height Map and an Amient Occlusion Map, each in it’s own LandscapeBlendLayer.
So there is a LBL for Base color, one for Roughness and so on, each with 5 textures (so 5 BaseColor Maps in one LBL), excepting the 5th texture set called Sand which don’t have an AO Map.

I unchecked “Use SRGB” for the Roughness and the Height Maps.

Also, I changed the “Sampler Source” for each(!) map to “Shared Wrap”
to avoid problems because of the mass of maps.

The HeightMap Nodes I used were shown in a Poliigon tutorial and look this way:

I also changed the wheight in the LBL of the first texture set to 1 (so 1 for BaseColor, 1 for Roughness…) while
all other textures remains at 0, so it should show only one “Material/Texture Set”.
Still it looks strange:

Thats the way the “first” Material should look like (just BaseColor, but you see it is not that “dark”):

So you see there is a problem.
The next one is the black landscape and the “preview” in the landscape tab.
In this image you see that the landscape is still back, even when I try to paint on it.
Also you see, that the 5 materials in the landscape tab look “strange” and all the same.

Ah a I can’t pload the last image, see the first answer post.

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