Hi all,
I'm working on a LandScape material.
I have a colormap_texture in my diffuse. Also a BlendOverlay which connects to my Layers (materials Landscape).
-Grass,Dirt,Rock,Soil.
But I would also like to have a LandScape_Normal_map_texture to blend with detail_normals!!
can I use the same approach?
How can I have one single large normal map (of Landscape) and then connect the detail normal
layers at the same time.
-LandScape_normal-
detail normals:
>Grass_normal
>Dirt_normal
>Rock_normal
>Soil_normal
Thanks
Replies
Use this setup, except replace the detail normal map with your Layer Blend node:
http://udn.epicgames.com/Three/MaterialBasics.html#Detail%20Normal%20Map
I am using LayerBlend, but I want to mix both my Base_normal and
my detail normal maps (Grass,Rock,Soil,Dirt)
add is running to normal input!!
Did you mean something like this?
http://www.polycount.com/forum/showthread.php?p=1598641#post1598641
Thanks for helping out!!! So the LayerBlend node is newer node?
I thought all those new blend_node such as color_burn / Blend_screen / Blend_Softlight were
new!!! But I just checked it out and you can add layers and change blend type.
I have been doing research regarding tutorials Wenda made (Landscape Tutorial) but for the
Rock texture he was getting alot of streching. Unfortunate he didn't show this in his
great tutorial.
I was wondering if you perhaps know in which direction you can solve this? I have found
information that he was using a WorldAllignTexture and you have to sample textureobject.
I'm not sure how to connect it futher on. So I hope someone might have solved this problem.
Thanks again for everything.
Today I tried reconstructing your Landscape material, but I'm getting
this error. Even when noting is plugged-in.
I'm wondering if I setup my LayerBlend Correctly.
With the LayerBlend node
Layer (0) is set to AlphaBlend, but when I set this to LB-HeightBlend
it makes a new layer.
I have noticed that all the heightLayers in the Layerblend such
as GrassHeight= set to LB_HeightBlend.
UDK build may2012 (latest)
Yes I know all of this!! naming and stuff I have already created some landscapes, but I'm trying to refine my material for the landscape.
Basicly the material gives and compile error at the moment with may 2012 udk build. Perhaps, Ive made some mistake. Will retry again later on.
Just wondering why.. when you plugin a LayerBlend node and plugin into the normal slot (input) why does it give an error?
That will refresh the material and get rid of the error message as long as you have the material setup correctly.
Thanks for replying to my problem.
Do you perhaps know if my layerblend setup is correct, before I start
linking my nodes. Basicly I still have my ColorMap. Does this also
need to go into the LayerBlend. If so were? I also read that the
first layer doesn't do anything..
Does the ColorMap have to be set LB_AlphaBlend?
Its not clear to me when you add a new layer and set it to LB_HeightBlend it makes 2 layers!!
Thanks in advanced,
What about the ColorMap, were does it go?
Does that go on top of the stack in the LayerBlend too?
I re-done the material as you send me an example. The strange thing is that i'm still getting that red compile error. The material shows up ok in the Landscape editor. I can paint the texture on my landscape. I have assigned the right names to each material.
I have build in BlendOverlay for my color map. But i'm not sure if this is the correct way. Its doesn't really look correct.
As you can see my rock materials is very bright and I'm not sure what's causing this.
Also not sure if this is the correct way to blend a colormap with other detail textures.