Skip to content

Troubleshooting

Textures

Problem Fix
"Sampler type is Masks, should be Color" (or similar) Wrong compression for the slot: set Compression / sRGB as in Texture preparation
Normals blotchy or too strong NNMR: sRGB off, Compression BC7
Metallic or roughness missing NNMR imported as Normalmap: re-import as BC7, sRGB off
Bumps inverted on one axis OpenGL normal map: tick Flip Normal Green? (00 Settings)
Metallic sheen on stone or wood Untick Use Metallic?
"Height Map samples ... as Linear Grayscale" Height texture: Compression Alpha (no sRGB, BC4 on DX11), then Apply the master
Texture slot turns red, refuses a texture VT textures go only into (VT) slots, with Use Virtual Textures? on
"samples ... as Virtual Normal" VT normal texture: Compression Normalmap, Maximum Texture Size 0, Apply the master
Frost / condensation / glass cracks blotchy, wrong bumps or "samples ... as Linear Color" Compression BC7, sRGB off (or select them and run Tools/KurinFixTextureSettings.py)

General

Problem Fix
A parameter does nothing Tick its group's Use ...? checkbox
Height blend, puddles or parallax ignore the relief Tick Use Height Map? and assign a Height Map
Use Opacity? on, nothing cut out MI Details > Material Property Overrides > Blend Mode = Masked
Errors or old parameter names after an update File > Save All, restart the editor; still there: open the master, Apply, reopen the instance

Weather and layers

Problem Fix
Weather visible on a dry level Weather Wetness and Weather Rain = 0, or untick Use Weather?
No puddles Needs flat areas and height variation; with Puddles From Weather? off, paint them. Check with Weather Debug?, Mode 3
Shore wet band in the wrong place Weather Debug?, Mode 7; set Shore Water Level to the water Z
Whole mesh dry after Use Dry Mask (VC A)? Mesh Paint: Fill channel A with 1, paint 0 only where dry
Distant streaks flicker Lower Streaks Fade Distance
Whole VtxBlend preview flooded Preview mesh has white vertex color: test on a painted mesh

Masters

Problem Fix
Water: no refraction, or too strong Master Details > Refraction Method = Pixel Normal Offset; strength = Refraction (1.2)
Water: no shore waves Enable Mesh Distance Fields, raise Shore Waves Probe Height, or tick Shore Waves From Depth?
Foliage invisible or see-through Put opacity in Base Color alpha, or untick Opacity From Base Color Alpha?
Foliage too dark Blue holds metallic, read as AO: pack AO into NNOR blue, or untick AO From NNMR Blue? / Use AO?
Decal works on a mesh plane, not on a Decal Actor Use MM_KurinAssetDecalTranslucent_01a (Deferred Decal, Translucent); actor projects along X; test with Fade Screen Size 0
Decal invisible Base Color has no alpha: add it, or untick Opacity From Base Color Alpha?
Screen stays black Screen Power 1; unwrap the screen to 0..1 on TexCoord 0
Interior room tilted or turned Lay UV1 shells the same way round as UV0; turn with Interior Cube Rotation
Interior floor and ceiling swapped Recapture the cubemap with Z up (Interior Cube Rotation turns only around Z)
Every window shows the same room Offset each window's UV1 shell by whole tiles, or change Interior Seed
"Requires valid texture" on Interior / Glass Dirt maps Default texture missing in _Core/Textures: restore it, or assign your own
Blocky noise or ragged holes on cracked glass Cracks textures BC7, sRGB off; Cracks Shard Map = matching _S (01a ↔ 01a_S, 02a ↔ 02a_S)

Landscape Blend (RVT)

Problem Fix
"GPU Crashed or D3D Device Removed" / "Material type is ... should be ..." Set RVT_KurinLandscapeColor content back to Base Color, Normal, Roughness, Specular (RVT_KurinLandscapeHeight: World Height); Save All, restart
Flat green, purple or black band RVT empty: Draw in Virtual Textures on the landscape, Create Volumes, Draw in Main Pass = Always
Vertical streaks on walls Raise Landscape Blend Blur, lower Landscape Blend Height
Editor stutters on first RVT fill Console r.VT.MaxUploadsPerFrame 8

Still stuck? See Support.