

The CustomUVType outputs the UV coordinates to map the Material to the Landscape based on the given property values.Īpplies uniform scaling to the UV coordinates.Īpplies the rotation, in degrees, to the UV coordinates.Īpplies the offset in the direction to the UV coordinates. The ELandscapeCoordMappingType that specifies the orientation to use when mapping the Material (or network) to the Landscape. The LandscapeLayerCoords node generates UV coordinates that can be used to map Material networks to Landscape terrains. If you need to delete a layer, click the drop-down arrow to the right of the layer's element number to open the menu, and select Delete. This is to stop the issue mentioned above (having black spots where layers meet) from happening. Make sure to note how the Soil layer has its blend mode set to LB_AlphaBlend while the other layers have theirs set to LB_HeightBlend. On the right, the red "1" layer has been changed to use LB_AlphaBlend, which solves the problem.īelow is an example of the properties of the Landscape Layer Blend node for all the layers being blended together. In the left image, all layers are LB_HeightBlend, causing some areas to be black. The solution to this problem is to use LB_AlphaBlend for one of the layers like in the example below. The situation is worse when you are blending a Normal map, because it results in a Normal value of (0,0,0) which is not valid and will cause rendering problems with the lighting. When you have multiple layers painted on an area and they all are set to LB_HeightBlend, it is possible that all the layers painted in a particular area will simultaneously have a 0 height value, so the desired blend factor for each layer becomes 0.īecause there is no implicit or explicit ordering, the result will be black spots because no layers will have any contribution to that area. LB_HeightBlend works by modulating the blend factor, or weight, for the layer using the specified height value. This problem is especially prevalent when using the LB_HeightBlend mode for multiple Landscape layers. When using certain combinations of layer blend modes you could end up with black spots all over your Landscape where different layers meet. The result of the layers blended together. This input is only visible on layers that have their Blend Type property set to LB_HeightBlend. This is where you supply a height map to blend with. This input is only available after layers are added and named in the Details panel. The following table details the Layer Blend node inputs and outputs.Įach layer adds an input for the layer to blend together. This is for supplying a numeric value as a height in case you do not want to use a texture. This is mainly used for debugging a layer if there is an issue. This is for supplying a numeric value as a color to use in case you do not want to use a texture. This is the weight value for the layer to preview the blending in the Material Editor. See Landscape Layer Blend Types on this page. The Layer Name corresponds to the layer name used in Paint mode in the Landscape tool window.Įither LB_AlphaBlend, LB_HeightBlend, or LB_WeightBlend. These are what additional layers look like when they are collapsed.
#Landscape materials plus#
You can add layers by clicking the plus icon ( When you add multiple layers to the LandscapeLayerBlend node, the Layer Names populate in the LandscapeLayerBlend node. To add layers to this array, select the plus sign icon. The LandscapeLayerBlend uses an array to store information about the Landscape layers. The LandscapeLayerBlend node enables you to blend together multiple Textures or Material networks so that they can be used as Landscape layers. You can find all these nodes in the Palette menu, under the Landscape category. Inside of the Material Editor, there are six specific nodes that can be used with the Landscape system. Because the other layers are at 0%, the tool has nothing available to replace the 100% layer you are removing, so it appears as if the layer was not changed. This is shown when using the Paint tool to remove a layer that is already at 100%. However, the disadvantage to using alpha blending is that when one layer is painted to 100%, the weight value for all other layers will be 0%. Additionally, when you use alpha blending the alpha layer weight is increased, while other existing layer weights are decreased. Alpha blending is useful because it does not depend on order, so you can paint any layer at any time. Landscapes use weight blending rather than alpha blending, so the blend factors for all layers at any location will add up to 1.0. You modify Materials for use with Landscapes the same way you modify other Materials, in the Material Editor.
