Could you elaborate on this a little bit please?
I’m placing the scenecapture2d into my level, setting the perspective to Ortho with the correct actor rotation. I’m confused on where exactly you got your values for the scenecapture2d z-axis height and also the ortho width. If I have a landscape that is 2017x2017 and scaled to 400% does that mean I need to have z-axis height of the actor set to 8k-ish and the ortho width set to 16k-ish? Also it seems to not be rendering anything to the rendertarget texture that I have it set to.
Also how accurate is this method?
What I’m attempting to do currently is make an in depth mod for Ark: Survival Evolved (which is based on UE4.5 this “some” more current features included into the mod engine). In Ark they don’t have a grass tool and instead their “grass” placement is determined by the landscape material’s painted layer ids (more specifically the mask created from the painted layer id). What I’m trying to do is create my terrain material procedurally based on height / slope / etc values, then somehow render out each of the procedurally generated layers to a mask that I can import into the “paint” layers so I can generate grass with their version of the grass tool. If I can’t figure out a generate the masks then I’ll have to hand paint a large map, which imo doesn’t look as nice and it’s more tedious to me.
I do have ue4 16.2 (which is what I usually use) so I can create the landscape in current ue4 and use its features to generate the masks. I’m just having a mental conceptual block as to how to approach it to give accurate landscape masks.