PDA

View Full Version : DominantDirectionalLightMovealbe/Landscape Material Color burn out



Diablo_Hellfire
10-11-2011, 06:34 PM
DominantDirectionalLightMovealbe no support Landscape texture packing Materials?


DominantDirectionalLightMovealbe
http://img803.imageshack.us/img803/6341/brunout.jpg

DominantDirectionalLight
http://img508.imageshack.us/img508/9458/burnout2.jpg

Chosker
10-12-2011, 03:26 AM
works fine for me. are the lights' settings all the same?

Diablo_Hellfire
10-12-2011, 10:01 AM
yes the lightsettings is same.

I use 6 texture packages ever 4 textures = 24 texture layers in Landscape

Archie_Vision
10-13-2011, 11:55 AM
What are your weight setting on the TerrainLayerWeight Nodes?

Diablo_Hellfire
10-13-2011, 05:09 PM
I use a simpel Landscape Material Setup

UDN LandscapeMaterials
http://udn.epicgames.com/Three/rsrc/Three/LandscapeMaterials/landscape_material_setup.jpg


@Edit
here a short of my material
http://img824.imageshack.us/img824/6093/51333002.jpg

Diablo_Hellfire
10-13-2011, 10:23 PM
I found the problem, DominantDirectionalLightMovealbe does not work with constant value brightness <0.08. :(

Chosker
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

Diablo_Hellfire
10-14-2011, 08:23 AM
Hi Chosker,

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.

example:
http://img444.imageshack.us/img444/5038/89603203.jpg

greets
the hell

Chosker
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