Hi everyone, I've recently came back to BeamNG after a while, and back at map creation... Last time I've use it was on the old editor... It seems that I've got a problem with my terrain materials. As you can see in the picture attached, I can't have smooth transitions between material transitions. All the borders of my custom created material have harsh border, it won't blend as I remember it does... Using a soft brush pressure only splatter all the square more but no fading. Am I doing something wrong ? Thanks for your help.
This appears to be a trade-off with the PBR pipeline. Or else the devs still have improvements coming on this (I hope). I've found that messing with the height map is the only thing that even touches this issue, but a far cry from how the old editor was. If you look at stock maps, these 'checkered' edges are carefully hidden with decals.
Ohhh ok. Yes i've seen that playing a bit with the heigh tend to change a bit the borders... Maybe i'll try to use a faded borders heightmap and see if that help. I'm glad to hear that it's not a problem on my side. Thanks for your help !
This isn't how mine look when I paint terrain. Are you using the overlay textures properly? This looks like all the colour is coming from the detail texture. The overlay should provide a lot of that, the combination of different sizes of the overlay, detail and macro textures should smooth out any major issues with immediate changes between texture, certainly with colour anyway. Could you post a screenshot of your terrain window with the two terrain types?
Yes sure. For the grass texture i'm using my map general texture. But as i want my mud puddles to be brown and not use the green of my overlay texture, i'm putting a albedo map in Base texture.. just for the color.. Grass : Mud : Thanks a lot for your help.
For quick development you can use a color basemap texture in a single corresponding color for each terrain material. That makes painting easier. When happy with the map you can make a final texture with retouching.
I'd imagine that is the issue you have then. If you swap out the mud overlay to the same base (I'd recommend using the same overlay for all - for the final map at least - seeing the comment above's valid point), then when you've painted the mud areas you like, export your terrain (including the alphas for each terrain type), and use those to apply brown areas to your overlay. You can also include some colour with your macro/details to have those fade in as you get closer, but it's a bit of a bugger to get right. The issue with the overlay approach is that you're limited to the 4096 size (only really an issue if your using an 8192 heightmap, even then it isn't that big a deal.
No worries. Let me know if you have any more issues. Always happy to help if I can. Map making is a bittersweet endeavour. A lot of grind, but it's pretty awesome when it comes together.
I've been wondering about this for a while because I've got a very detailed base map but still waffled textures. But reading your comments I desaturated the colors of my detail and macro completely and this made a huge difference in how they blend. Thanks for sharing this!
How do you export the terrain materials? I am trying to make my paint fade as well with PBR materials. I can't seem to figure out how Beam gets there export folder either. https://cdn.discordapp.com/attachme...5ca3685d1a41225d95ae5a77f83bc6657efc6f6a9909& https://cdn.discordapp.com/attachme...56cba2e27772516442a9bce5dd3ac53da02ccb0e433a&