Announcement

Collapse
No announcement yet.

World Browser - Auto texturing the Terrain via materials

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    World Browser - Auto texturing the Terrain via materials

    With the Upcoming 4.3 Update I have been planning out my game world in preparation for World Browser to come out of experimental. With that said - I have a really large game world. I really cannot afford to hand paint or make a splat map for each terrain unless I want to spend the rest of my life doing so. So an Idea I have come up with is auto texturing the terrains via a few pre-set material parameters such as terrain height, Slope, etc. but at the same time allow for manual tweaking. All in real time to provide visual feedback to the artist working on the terrain.

    Examples being
    Basically when the terrain is raised or lowered, the material should update in real time and blend accordingly.

    1. If I raise the terrain to mountain level heights then I should have a blend between rock and snow for example.
    2. If I lower the terrain I should get grass and eventually a swamp.
    But most importantly textures should blend between certain transitions. Within reason of course.

    I am mainly curious if this is possible

    Further more - Would this cause any major performance loss? Just curious

    #2
    Not to derail, but if you use World Machine you can generate splat maps for tileable sections. You don't have to make them by hand.

    Comment


      #3
      Yes, you can do this. The material system allows you to get a pixel's world position and normal, so you can use those to blend between materials based on slope or height.
      Broad Strokes | Jan Kaluza | Marketplace Release: 'Over 9000 Swords' Modular Melee Weapon System
      Currently not available for freelance work
      Dev Blog & Tutorials | Twitter

      Comment


        #4
        Originally posted by TimeSpirit View Post
        Not to derail, but if you use World Machine you can generate splat maps for tileable sections. You don't have to make them by hand.
        Guess I Will have to purchase World Machine now.

        Thank you for the heads up about this

        Comment


          #5
          for one can wait for World Browser
          plus I like having more control of my landscape, I used World Machine and yes it is neat but just don't care for it.
          David J Harmon

          Comment


            #6
            Is there a way not to use splat maps?
            In my level I just drop the material on my landscape, and the textures accords itself automatically. Is there any ways of doing that with WorldBrowser?

            Comment


              #7
              Take a look at this example by Epic: https://docs.unrealengine.com/latest...ape/index.html

              It shows how you can automatically blend layers depending on angle of faces in the landscape.
              I'm not entirely sure how to go about blending in a layer depending on height but it's a start, I think you'd probably want to use epic's example and mix it with something that can change your layer to snow at the top of mountains and such.

              Maybe someone else can assist with height blending of landscape?

              Comment


                #8
                Pretty much possible, I've done this a lot for quickly testing multiple terrains.
                For slope based blends use the blue channel of the VertexNormalWS node, similar to epics example.
                For a height based blend use the WorldPositions blue channel.

                Click image for larger version

Name:	landscapeautotexture0v9snl.png
Views:	1
Size:	184.0 KB
ID:	1052482

                http://abload.de/img/landscapeautotexture05cs8c.jpg
                Last edited by mAlkAv!An; 07-09-2014, 05:05 AM.
                3.14159265359

                Comment


                  #9
                  Originally posted by mAlkAv!An View Post
                  Pretty much possible, I've done this a lot for quickly testing multiple terrains.
                  For slope based blends use the blue channel of the VertexNormalWS node, similar to epics example.
                  For a height based blend use the WorldPositions blue channel.

                  [ATTACH=CONFIG]6461[/ATTACH]

                  http://abload.de/img/landscapeautotexture05cs8c.jpg
                  Perfect, never tried that. Thanks!

                  Comment

                  Working...
                  X