The component mask is just to cull out just one channel of the texture or color, essentially taking out a scalar component from a vector3, so for normal maps you don't want to do that because you need all 3 channels to make a normal vector. With just a small view of the material network, I'm not sure what else you're…
Just make that input that you marked in green plug into the landscapelayerblend, into the layer input you want. For desaturation, when working with landscape materials, whenever possible I make edits to textures in photoshop, to keep the instruction count down as much as possible. If your intention is to make several…
Just use another packed texture in the same way for additional layers, and plug them into the additional sockets of the Layer Blend node as before. So two textures for your overlay materials, you can use six layers (R+G+B+R+G+B) if you don't use the alpha of those textures. The hard limit is the texture sampler limit,…
Hi all, When I use LandScapeLayerBlend node and plug this into my normal slot I get this error? Does anybody know why this is happening? Many thanks warning X4008 floating point divisopn bu zero. error X4579
In most cases that I encountered this, it was because the "Preview Weight" fields for all the layers in the "Layer Blend" node were set to zero. Try setting at least one layer's Preview Weight to 1 or any number greater than zero.
As per your depiction just do one thing check whether the Preview Weight fields for all the layers in the "Layer Blend" node were set to zero and for this just make sure that the settings for at least one layer preview weight is set to 1. I hope this works.
Thanks so much for helping out. I was wondering do you perhaps know how to connect a Worldaligntexture? As I'm working on a landscape shader. I've come across artist using this technique to display the textures correctly (Rocks walls) I have done this so far, but I'm not sure how you would do this. Also if you are using a…