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               Question by 
               abinitio · Dec 14, 2019 at 12:20 AM · 
                terrainterrain-editor  
              
 
              Weird heightmap painting issues
hello there
Im trying to use the new terrain api, to make a run-time terrain editor
using this code:
 Material mat = TerrainPaintUtility.GetBuiltinPaintMaterial();
 
 
         
         BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, new Vector2(0.12f, 0.07f), 150, 0);
         PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds());
 
         
         // apply brush
         Vector4 brushParams = new Vector4(0.004f * Time.deltaTime * BrushStrength, 0.0f, 0.0f, 0.0f);
         mat.SetTexture("_BrushTex", texture);
         mat.SetVector("_BrushParams", brushParams);
         TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
 
         Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, (int)TerrainPaintUtility.BuiltinPaintMaterialPasses.RaiseLowerHeight);
 
         TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint");
         TerrainPaintUtility.ReleaseContextResources(paintContext);
 
               for some reason when i try to paint height it gives this weird shape

even though i used this brush texture: 
even weirder is that the pattern (the heights of steps) seems to be random
the brush texture is imported as R 16 bit
does anyone have any idea what could be causing this?
 
                 
                bug.png 
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                untitled.png 
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