Hello, I’m working on a landscape material and my biggest gripe right now is that the cliffs look really blurry and the geometry of my imported heightmap is very smooth, so now I’m looking for ways to improve that.
I found this very neat video on the production of Far Cry 5 Procedural World Generation of Ubisoft's Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht on Vimeo it shows a technique for displacing terrain at high slopes based on some procedurally generated masks, the results look amazing and so I was wondering if creating anything similar in Unreal Engine is possible.
Anyone have any suggestions on what tools I can use to displace the terrain vertices like that? Right now the only solution I can think of is using displacement in the landscape material, but I’m looking for something a little more elegant, maybe something that allows me to extrude the vertices of the terrain while keeping the polycount as low as possible and which allows me to create really sharp edges and cracks.
IDK if this is possible but I was thinking of something like using a tiling low poly mesh (sculpted in zbrush to look like a cliff face) to extrude/displace the vertices of my terrain.
Anyone got any ideas or has done anything similar?