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Terrain cuts holes when using blend node with add.

I have a node graph where I'm blending an additional noise map with the blend node set to add.
When terrain is set to Draw Instanced=False, Map Magic "cuts/subtract" the noise instead of adding it.
It works fine when Draw Instanced=True. But I have to set it to false because Unity won't draw the terrain correctly when using orthographic camera.
See images here:
With draw instanced=false
https://i.imgur.com/RJFS81v.png
With draw instanced=true
https://i.imgur.com/I682Cbs.png

Marc , 24.09.2020, 10:23
Idea status: under consideration

Comments

Wraith, 24.09.2020, 10:46
Hi Marc, could you please check if you are not exceeding the maximum height? For example, when blending one noise with maximum intensity 0.8 with another noise with intensity 0.7 the summary value can reach 1.5 in some places, that will apply height of 375 units (with the default height value 250)
Marc, 24.09.2020, 11:58
Thanks for the quick reply!
The intensity of the noise nodes are set to: 0.2 and 0.6.
Here's the graph:
https://i.imgur.com/l3lGYnD.png
Wraith, 24.09.2020, 12:37
You are using a Selector after it. It produces values from 0 to 1. The first selector is lowered by curve, but together with the second one they can still generate the value of 1.4

Anyways, thanks for reporting this issue. I will make height output clamp a value between 0 and 1 before applying terrain
Marc, 24.09.2020, 13:13
Aaah I see! :) Thank you. I've fixed the issue by changing the nodes. It works now.
Best regards!

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