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Landscape: Texture stretching avoidable by now?

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    Landscape: Texture stretching avoidable by now?

    Hi.

    Just a straight forward question: Is it by now possible to avoid stretched Textures in Landscape with steep terrain? I noticed some specific coordinate values in the TerrainCoords node, yet I didn't find any help to it (or was unable to search for the right things) and only stumbled upon this rather old thread for the old terrain editor.


    I rather not want to create static meshes, since the area covered is rather huge (around 200x200x200 meters plus additional cliffs).

    Thanks in advance.

    #2
    You can set the UV tilling direction in the TerrainCoords note. There is no reason at all, with a correctly set up material, that you should have that issue.

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      #3
      Maybe try using a height-map editor outside the UDK for high areas? A imported UDK height-map from a generator will give perfect results for mountains..

      Comment


        #4
        Thanks for the reply

        Originally posted by The Wanderer View Post
        You can set the UV tilling direction in the TerrainCoords note. There is no reason at all, with a correctly set up material, that you should have that issue.
        Do you have any link/documentation for that? I'm currently using the shader setup explained in this tutorial over here:

        http://forums.epicgames.com/threads/...rld-machine%29

        When I change the "mapping type" from the TerrainCoords node into anything other then "TCMT_Auto" the Material editor comes up with a bunch of errors. What am I missing here? If I use the TerrainCoords node for anything other then stretching the baked texture map from l3dt over the terrain properly it gives me errors and/or doesn't work.

        I am using the build from october or november.


        Originally posted by Whiteout View Post
        Maybe try using a height-map editor outside the UDK for high areas? A imported UDK height-map from a generator will give perfect results for mountains..
        I used l3dt.

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          #5
          Sure give this page a look...http://forums.epicgames.com/threads/...Terrain-layers Srry that page may not help I didn't realize you were using an imported colour map. I personally haven't used them yet...

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            #6
            Yeah I saw that one before. Sadly that thread is mostly about the old TerrainEditor and not about Landscape. I'm not really bound to the colormap actually, but I definatly want to use Landscape.

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              #7
              http://www.youtube.com/watch?v=dJs9bWDxuV4
              I believe u will find answers here also i believe i we heard somewhere : for great terrain u will need to spend great time,, its good thing ,when u build your terrain or landscape to work in wireframes (before any pattern work) first setup wireframes to look good, less stretching=better landscape, also i believe u can import structure for landscape-terrain.

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                #8
                To answer the question YES you can now have projected texturing on terrain, we made a material last year

                http://forums.epicgames.com/threads/...n-layers/page3

                It has now been cleaned up and by Epic and included as a material function called "Worldcoordinate3way" just put your diffuse into the function and plug a scaler parameter into the coordinates and thats it!! and it works really well, we have implemented it on our landscape.

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                  #9
                  hey shez,
                  as soon as i put a 2d texture into the "single texture" slot it says to me "cannot cast from float4 to static bool" do you know what that means?

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