I posted this in the Content Creation section but hit me this is probably more suited for this area.
Yesterday I was trying to ask about a blueprint I came across. I am pretty new to the engine, heck game creation but I have messed in a few other engines over the years, so catching on is not problematic for me but I am not finding very solid info on my issue at hand.
At the moment i am trying to create a versatile landscape material with an instance that gives me options for as many textures as possible at hand, even if I don’t utilize them all in my creation I have them setup kind of like a full blown pallatte at my disposal per landscape I create. Right now I am starting out, just feeling out Unreal so I don’t expect a lot of action and progress ahead, the issue I have had is creating a material that allows scalers in all the necessary areas I would need. AKA, tessellation, displacement, roughness, ect.
On my own I did manage to create one, it was a little buggy though when I populated my first map, probably because I was frankensteining many tutorials and probably had conflict or unnecessary extra nodes taxing everything.
The other day though, I searched these forums and found a pretty well put together blueprint that actually looked very close to mine but fixed some areas I was wrong on. Cool and all but I think the guy that started the thread is not active so I thought maybe one of you guys can clue me in on a specific area I am unsure about.
Towards the end of this blueprint (I will provide screenshots below) I gather the displacement area he created and tessellation under it is linking up to the scalers, which eventually outputs to the World Coordinate node to make everything happen on my map. The issue I noticed in this is while yes I have in my material a scaler for Tessellation (near, far, amounts) and Displacement, its actually not per the Displacement Texture map I provided for that specific texture, but overall its displacing and tessellating the whole of the level aka map.
I been using Landscape Coordinate nodes for the end point of previous blueprints, not sure much about the World one or if its the best use case for my needs. I am just unsure how I would sub divide this whole section. Do I create separated World nodes per each texture channel with its own Displacement/Tessellation areas, so I can put in each displacement map so it all ticks to each area or is that not possible at all?
Basically I would love to continue on this blueprint but kind of seperate the end points per texture, so as I create my level and paint in areas I can adjust each texture to suit what I need and reduce tessellation if I need it on the fly. I believe this is possible seeing I do have a scaler showing up in my instance but I can figure out what area needs to be cut and what nodes I probably need in addition to this blueprint to make that happen.
Any help on this is really appreciated, i am so green to this that while I get a lot of areas, I just have to admit I probably need to ask this great community what they know, only way to learn right ?
Here is the screenshots of what I am working with. First pic is the overall Blueprint, probably not useful but I have cleaned it up some from the original but maybe someone has used this before, the second is the Displacement/Tessellation area and the final one is where that Displacement setup is tying into. The Displacement is connecting to the node parameter for Mud_Soil, which utilmately connects to the scaler for world, thinking that can be duplicated for each area but unsure.
I have no plans to increase a lot of Tessellation, I get it can get expensive. Main reason I have hopes to have multiple Displacement/Tessellation nodes per texture with its correct Displacement map is due to the fact my terrain right now just tessellates everywhere, its very unrealistic looking and the only way to make it work is to completely shut it off or very slight with no real effect. I figure if I can clean up the latter half of this blueprint, sort it out where each displacement/tess channel is not so fused together but seperated, I might end up with a scaler for displacement and tessellation per channel/texture.
Now this is my logic but is it doable? That I do not know due to the info I am not finding much out there on google or in here. I am looking at it, haven’t tried it just yet but I think if I add a Layer Blend before the Displation/Tess nodes, then seperate with dublicates of the Tess/Displacement area, I can then reroute to each scaler above and maybe duplicate the top with some way of splitting the channels above? I see a “MAIN” param node at the end, so I speculate that is the main scaler for Tess Near/Far and the Displacement I am seeing solo in my instance material. I guess I duplicate per channel there as well and then end point to the World node? Am I looking at this right? lol
Bare with me guys, I slightly grasp this stuff, been crash coursing for a month but flexing more towards making this engine do what I want but I don’t know the boundaries as of yet.
Any help, please lol. Or even just to welcome me to the community and say dude you might need to read more is a plus to me at this stage lol.
Thanks for any help, be looking out for your comments.