Terrain/Mesh Normal Blending

http://dl.dropbox.com/u/4361936/tutorial/images/section1/object_blending_comparison.jpg

http://www.polycount.com/forum/showthread.php?t=148143

Is there any way to accomplish this sort of smooth lighting between mesh and terrain in UE4? (Besides just custom-making a mesh that only fits the terrain at one exact position)

I recall seeing something like this in a thread last year, but I can’t remember if anyone ever posted a solution. An answer from an engine dev would be extremely appreciated, I think.

Take a look at this. http://www.polycount.com/forum/showthread.php?p=2169732

Thanks a lot man. I’ll take a look at it.

specify what u mean in smooth lighting. If it is not in the texture then u can. Dont know if this has anything todo with it but this may help in advanced material - YouTube

I did something very similar to that polycount thread in the past. I don’t think the author of that posted specified there, but the trick I used was to use a common world-Z texture purposefully without transforming it into tangent space. So it works perfectly for flat-ish terrain but if you had any really steep hills the normal would be wrong since it would always point to average up around the blended meshes. But if you have a noisy pebble normal it may help hide this.

Hey, so I’m working on a tool in Unreal for my Graduation Project to solve this exact issue. I made an extensive post about it here, feel free to check it out: [Terrain Blending Tool (based on Star Wars: Battlefront) - Work in Progress - Unreal Engine Forums