Hi everyone. I new in unreal but i am a houdini user. So i creat some plugins for ue and bow im working for a plugin… City generation, in short.
By the way in my case i want to save ue landscape sculpting procces but post proccesed it in houdini for creat a new maps with i use as a texrure mask and multiply heigh.
So i can take some landcape ancors modify them and save but i dont really understamd how can i aplay them in their place proceduraly.
Ha, so in short, its not worth your time.
Use meshes.
In a “i dont f care, I want to waste my time” approach:
Create a material that uses texture objects as parameters.
Make instances of the material (I had them for different biohmes, so for instance: mi_landscape_snowy, or mi_landscape_tropic).
Edit the instances to set up the different textures - your paint layers will stay the same here obviously.
Then, simply assing the material instance onto the landscape tile, and paint the layers up (or import them off pre-made slope maps).
And there you have it.
Its very important to prevent more than 3 paint layers on the same component/material, as a whole.
However, note that unless at least one material is shared with the other landscape, you wont be able to blend in the tiles.
Importing pre-made splat maps only takes you so far, you likely beed to manicure each tile’s edges to match the incoming landscape, or possibly change both landscapes up.
Thus, all you really get is generally one new material per instance.
But it is enough to go from Grass + Gravel + Rock to Sand + Grass + Rock, or to Snow + Rock + Grass to march other zone.
The more gradual the approach is, the more realistic it gets at the cost of time to paint…
On the other hand. Meshes…
Paint them up with textures to being with. Good forever. No need to worry about layers.
Blend howrver you want.
At the cowt of resolution, sure.