Hello,
I am trying to make a splatmap for terrain in houdini (to be used in a game engine), however, I am getting an unexpected result:
When putting heightfield layers, including some custom layers created by a Copy Layer node, and I export them as a tga with an alpha channel, it produces erroneous results.
On both images attached here, it displays a simple direction mask. However, when exporting it in RGBA, it's like the layer is multiplied by another sediment-like map, and there are almost no gray areas in it (there are a few gray areas in the correct, leftmost image).
The only difference between the two export nodes are RGB vs RGBA.
Why does this happen, and how could I fix it? Thank you.
PS. I might not use a splatmap in the end result, but I'd still like to export masks to use that info to make the terrain nicer.