As you can see, the dirt to appears in the gaps between rocks at the layer transition point. Here is an example of the LB Height Blend in action. This allows, for example, dirt to appear in the gaps between rocks at the layer transition point, instead of just smoothly blending between rock and dirt. This is the same as LB_WeightBlend but also adds detail to the transition between layers based on a height map. For example, painting snow over rock and grass will occlude them, but erasing snow will reveal rock and grass beneath it. Use if you want to paint in detail and if you want a defined layer order. Use if you have layers coming in from an external program, like World Machine, or if you wanted to be able to paint any layer independent of one another without worrying about layer order. Each different Layer Blend type is used when you are trying to achieve a different result. The Landscape Layer Blend material node has three different blend modes that you can choose from. This allows you to optimize your Material by removing calculations that are not necessary when a particular layer's weight is zero.Ĭlick image for full size. The LandscapeLayerSwitch node allows you to exclude some Material operations when a particular layer is not contributing to a region of the Landscape. Outputs the UV coordinates to map the material to the Landscape based on the given property values. 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. On the right, the red "1" layer has been changed to use LB_AlphaBlend, which solves the problem. 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. You can find all these nodes in the Palette menu, under the Landscape category.Įach layer adds an input for the layer to blend together. 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.
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