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Landscape Terrain shows as black


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Posted (edited)

Hello, was trying to setup a terrain according to the official tutorial on youtube, exactly followed his steps 

but, my terrain shows as black, even when painting the albedo layer, the pictures are linked.
i can paint height, which works, and lifts the terrain, but not albedo, which is strange becausee the paint tool's white circle does project on the terrain, and also i do have a working lightsource as sun, and my other objects are lit correctly, as shown in the attached images. Also tried to change the render quality preset and add other lights which dosen't light the terrain too, albedo render overlay shows black for terrain too.

Platform- Windows 11
Processor- 11th Gen Intel(R) Core(TM) i7-1185G7
Graphics Processor- Intel Iris Xe Graphics G7 96EU

API- Directx12

Screenshot 2026-05-04 113817.png

Screenshot 2026-05-04 113840.png

Screenshot 2026-05-04 113923.png

Edited by Umang.Raj
Posted

Umang.Raj

The actual root cause of that behavior appears to be Intel’s DX12 driver, which lacks support for double precision floating-point math in shaders.

If you will open engine log (Console tab in the Editor) you will probably see a lot of errors similar to that one:

ID3D12Device::CreatePixelShader.
	Shader uses double precision float ops which are not supported on the current device.

Unfortunately, the situation has not changed much over at least the past two years. Similar behavior was reported back in 2024 and appears to have existed since the initial DX12 driver release:

 

How to submit a good bug report
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Posted (edited)
11 minutes ago, silent said:

Umang.Raj

The actual root cause of that behavior appears to be Intel’s DX12 driver, which lacks support for double precision floating-point math in shaders.

If you will open engine log (Console tab in the Editor) you will probably see a lot of errors similar to that one:

ID3D12Device::CreatePixelShader.
	Shader uses double precision float ops which are not supported on the current device.

Unfortunately, the situation has not changed much over at least the past two years. Similar behavior was reported back in 2024 and appears to have existed since the initial DX12 driver release:

 

Thanks for replying.
i've linked the console log as attachment, and as you see, i don't see any of such error messages, even when painting on albedo.
(the terrain_test.world is the one where im doing this, look at the log after it loads, the first_test one is the basic level which comes with a starter c++ project). also, this project uses float precision.

his problem looks different since he did get the terrain colored at start, but i don't get that, it is black from the time when i add the terrain node to scene.

and, if it is not possible, then i can't use unigine? i don't want to use geometry grids as terrain 😞
 

console_text.txt

Edited by Umang.Raj
Posted

Thanks for the log file. This may indeed be a different issue related to Intel drivers, and it needs to be investigated separately, or simply not all the errors are bein displayed in release builds.

 

Quote

his problem looks different since he did get the terrain colored at start, but i don't get that, it is black from the time when i add the terrain node to scene.

and, if it is not possible, then i can't use unigine? i don't want to use geometry grids as terrain 😞

LandscapeTerrain is quite complex from a shader perspective, and there is very little chance that we can develop workarounds for Intel drivers quickly enough, given the current driver limitations.

 

Quote

also, this project uses float precision.

The issue is not related to double / float engine builds, because terrain uses doubles in shaders directly (on GPU), no matter which precision in project you are using.

Thank you!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted (edited)
1 hour ago, silent said:

Thanks for the log file. This may indeed be a different issue related to Intel drivers, and it needs to be investigated separately, or simply not all the errors are bein displayed in release builds.

 

LandscapeTerrain is quite complex from a shader perspective, and there is very little chance that we can develop workarounds for Intel drivers quickly enough, given the current driver limitations.

 

The issue is not related to double / float engine builds, because terrain uses doubles in shaders directly (on GPU), no matter which precision in project you are using.

Thank you!

i would be very grateful to you if you investigate this. 
so, can i use grid meshes as a workaround? im very new to unigine, will for example tree and grass scattering work for it?
edit- an idea has popped in my mind, if the height works, i think i will be able to the scatter and stuffs (and do collision detection) on it and then just not view it and view a geometry grid instead, if it works i will share here for the other peoples who have this issue

Edited by Umang.Raj
Posted
Quote

i would be very grateful to you if you investigate this. 

I’m afraid that is not currently on our priority list.

 

Quote

so, can i use grid meshes as a workaround? im very new to unigine, will for example tree and grass scattering work for it?

Meshes should render correctly. Grass and clutters supports mesh intersection as well, but the performance may be a bit lower, especially if you will have mesh with dense triangles.

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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