View Full Version : DominantDirectionalLightMovealbe/Landscape Material Color burn out
10-11-2011, 06:34 PM
DominantDirectionalLightMovealbe no support Landscape texture packing Materials?
10-12-2011, 03:26 AM
works fine for me. are the lights' settings all the same?
10-12-2011, 10:01 AM
yes the lightsettings is same.
I use 6 texture packages ever 4 textures = 24 texture layers in Landscape
10-13-2011, 11:55 AM
What are your weight setting on the TerrainLayerWeight Nodes?
10-13-2011, 05:09 PM
I use a simpel Landscape Material Setup
here a short of my material
10-13-2011, 10:23 PM
I found the problem, DominantDirectionalLightMovealbe does not work with constant value brightness <0.08. :(
10-14-2011, 02:50 AM
aaah. I wonder why you use such a low value though.
also you might have noticed there's seams in your terrain, you can see some squares all around your map (visible in the burned-out one, can't see them in the other one)
this is because frac doesn't work well with landscapes
10-14-2011, 08:23 AM
I have another Thread (http://forums.epicgames.com/threads/839104-texture-packing-edgepedding-workflow) for frac Texture edgepedding. :)
The low value i used for realisitc Postprocessing.
10-14-2011, 03:38 PM
well I see no relation between realistic postprocessing and a low-intensity light. I myself have a light that goes up to 5.0 or so and my postprocess is fine. you sure you can't make make it lighter and then adjust your posteffects and adjust the tonemapper too? if at least that makes your terrain bug go away
as for the frac thing I'll just venture to say that it's just the way frac works, since it's not really a tile properly so texcoord lookups aren't totally accurate, specially with mipmaps. that was the reason I just went to use regular tiling textures instead of packed and frac'd. then again I can't use as many textures as you do
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