Hello
This is my first time posting on the UE Forum, though I’ve participated in Discourse Forums before.
I’m currently developing a Landscape Master Material in UE5.5. While this is my first attempt, I consider myself a fast learner and have managed to create a decent version based on my experience so far. I’d greatly appreciate any feedback or suggestions you may have to help me improve.
Here’s what I have so far:
Current Features:
- Base textures with Albedo, ORM Mask (currently using only the Roughness channel), and Normal maps (sourced from MegaScans)
- Additional functionality includes:
- Distance Scaling
- Fresnel-driven Specular for PBR optimization
- Material Tint
- Material Blending using Perlin Noise
- Macro Variation
- Slope-based Auto Material
At this stage, I’m looking to incorporate Triplanar Projection into the material. My goal is to add a Static Switch Parameter that allows for toggling between Triplanar and standard UV projection. So far, I’ve found many existing tutorials to be either outdated, not landscape-specific, or otherwise inconsistent in their approaches.
How would you recommend implementing Triplanar Projection in this context? I’d love to hear how you’d approach it. I need to balance visual quality with performance, as I’m aiming for a steady 60 FPS in the final project. Any general tips for optimizing materials would also be invaluable.
Future Plans:
- Adding Nanite Height Displacement
- Procedural Foliage Placement
Thank you for your time and insights! I’m eager to learn and improve with the help of this amazing community. As I mentioned, while I may be new to this, I’m passionate about mastering the process and welcome any advice or resources you can provide.
Best regards, Tigger
P.S. If you need me to post screenshots of the material graph, I can try to do so. IDK how that will be handled as a new user though, I may need to do a few posts to get the first level.