The LandscapeLayerBlend node enables you to blend together multiple Textures or Material networks so that they can be used as Landscape layers. The LandscapeLayerBlend uses an array to store information about the Landscape layers. To add layers to this array clicking the plus sign icon that you see next to the entry: "0 elements".
When you add multiple layers to the LandscapeLayerBlend node, you get something that looks like the following image.
You can set the properties of the LandscapeLayerBlend node in the Details panel of the Material Editor.
The list of layers the node contains. You can add layers by clicking the plus icon ().
The unique name that you give the layer. The Layer Name corresponds to the layer name used in Paint mode in the Landscape tool window.
Either LB_AlphaBlend, LB_HeightBlend, or LB_WeightBlend. These are described later on this page.
This is used as the weight value for the layer to preview the blending in the Material Editor.
Const Layer Input
This is for supplying a numeric value as a color to use in case you do not want to use a texture. This is mainly used for debugging a layer if there is an issue with it.
Const Height Input
This is for supplying a numeric value as a height in case you do not want to use a texture.
These are what additional layers look like when they are collapsed.
The following table details the Layer Blend node's inputs and outputs.
Each layer adds an input for the layer to blend together. These inputs will not be available until layers are added in the Details panel.
This is where you supply a height map to blend with. Please note that this input will only be visible on layers that have their Blend Type property set to LB_HeightBlend.
The result of the layers blended together.
When using certain combinations of layer blend modes you could end up with black spots all over your Landscape where different layers meet. This problem is especially prevalent when using the LB_HeightBlend mode for multiple Landscape layers. LB_HeightBlend works by modulating the blend factor, or weight, for the layer using the specified height value. When you have multiple layers painted on an area and they all are set to LB_HeightBlend, it is possible that all the layers painted in a particular area will simultaneously have a 0 height value, so the desired blend factor for each layer becomes 0. Because there is no implicit or explicit ordering, the result will be black spots because no layers will have any contribution to that area. The situation is worse when you are blending a Normal map, because it results in a Normal value of (0,0,0) which is not valid and will cause rendering problems with the lighting. The solution to this problem is to use LB_AlphaBlend for one of the layers like in the following example.
In the left image, all layers are LB_HeightBlend, causing some areas to be black. On the right, the red "1" layer has been changed to use LB_AlphaBlend, which solves the problem.
Below is an example of the properties of the Landscape Layer Blend node for a number of layers all being blended together. Make sure to note how the Soil layer has its blend mode set to LB_AlphaBlend while the other layers have theirs set to LB_HeightBlend. This is to stop the issue mentioned above (having black spots where layers meet) from happening.
To delete a layer, click the Drop-Down Arrow to the right of the layer's element number to open the context menu, and then click Delete.