Hey, I also have the issue with the normal maps (like b1skit has I guess). what I do basicly is this; I set up my spec and normal maps also with terrainlayerweight nodes, like the tutorial does with the diffuse maps. I give these (layerweight-)nodes the same names as their difuse 'brothers'. I noticed this works fine up to…
I think the issue is related to the amount of texture samplers you can use; I noticed that it works up to 10/12. Regardless if it are diffuse/specular/normal maps. I ran some tests and it all seems to point in that direction; this explains also why it worked for me up to 3 diff/spec/nm (total of 9/12 texture samplers) and…
@b1skit Thank you, that's not the actual landscape I'm going to attempt, only ground portion is similar. I'm aiming for this quality of blend, where both diffuse, normal and spec elements are correctly blended using custom mask or heightmap.
b1skit; I manage to blend 3 layers with diffuse/spec and normal maps. Check my image here; it shows my shader up to the breaking point. what I show in the image works for me; but once I add a 4th texture, it goes wrong on its normal map. This is the link for the image if it doesnt show here;…
Hey Swizzle, great tutorial. Any idea how to get normal maps to work with terrain? I've tried using the same TerrainLayerWeight and TerrainLayerCoords blending mode material method described above, but it doesn't seem to work at all with normal maps? The epic documentation is vague (and possibly outdated), the same setup…
Hey Swizzle, thanks. Have never used UDKs landscape system before, my question might sound silly :) Basically I'd like to know if it's possible to pull this kind of environment using landscape. Where there is little or no elevation data but need for complex material transitions (blending diffuse/normal/spec elements of…