I’m looking into the correct workflow for golf course visualization and real time applications. UE4 has piqued my interest but I need to be sure certain tasks are even feasible in this engine before committing time and resources to it.
Current workflow as follows:
-Import real world heightmap and imagery to terrain
-Overlay or multiple blend landscape materials with the imagery to add realism
-Set landscape materials with foliage to procedurally create different areas such as tees, fairway, rough etc…
-Bunkers as obviously sunk into the terrain and have a lot of mesh detail which cant be produced with landscape tools
-Bunkers could be produced in blender, 3ds max etc… and imported in but this would be a tedious exercise to align surfaces and blend with the landscape
The “Is this even possible solution”
-Procedurally generate bunker meshes using splines meshes that conform with the underlining heightmap
-The procedurally generated mesh would be exported to external program for texturing etc…
This image is an amazing render by a professional golf course visualization company and shows a typical bunker.
Is any of this feasible procedurally within UE4 or should I reconsider my options.