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Overly bright splat map replacement
I made a height map in world machine and a splat map that went along with it and when I imported them into unity I get this very bright texturing and the colors are really muted. I added a picture to show another weird thing which is that there is a secondary texture that looks good but when I zoom to it it gets overridden by my muted tasteless texture. I also removed any shaders that might have been getting in the way.
I could really use a solution for this as I cannot afford to make a new project. Uh.. have you managed to solve this?
I have the same exact problem dude what the heck is happening here? I checked all my texture files that were loaded onto my terrain inspector before replacing the splat map. I followed this process here https://www.world-machine.com/learn.php?page=workflow&workflow=wfunity and I get the same exact results with the lighting and muted textures but they are in the right places at least. No change to lighting fixes it either I tried all I could think of with my directional lighting.
Greetings! Have you managed to find a solution to this issue? I`m facing the exact same problem (splatmap from W$$anonymous$$, all textures as PNG with alpha set to 0) and getting the same results as $$anonymous$$ad Grendel. The splatmap distributes the textures in their right place, as intended, but the lighting is waaay too intense and the texture colour is muted. Whatever changes I do to the directional lighting or in the Lighting window, the textures remain muted. This is driving me crazy.
Answer by MarkD · Dec 01, 2013 at 09:38 PM
First of all check the image texture's import settings, these can make a huge difference. Also check in the image file (if it is a tiff, psd,etc) if there is no alpha channel, because this can also cause for unwanted masking.
Answer by Billy4184 · Mar 10, 2016 at 09:21 AM
Hi, I also had the exact same problem when replacing the splat map with one from world machine. The solution was to change all of the alpha values on the splat map to zero.
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