Landscape Architect

@n00854180t Thanks!

I’ve added more generator nodes (constant, gradient and radial gradient)

Here’s an example of the radial generator:

You can combine this with other nodes

I’m thinking of adding Landscape Theme Volumes. You drop in this volume over your landscape and assign a theme to it and it the landscape would blend that theme over the volume area. Alternatively, we can also have like a theme brush where you paint the various theme influences on landscape

What you really want is a gradient remapper Ali (aka curves tool).

That way you’ll be able to modify your raw noise into all sorts of interesting variations e.g. multi ridged fractals.

edit sorry, more useful pic:

d1e2dcb23706283399337e2763151e96afe0b711.jpeg

It’s just straight noise, but you invert the [0.5…1.0] values to go from 0.5 back down to 0 again.

By itself it’s a bit ugly but mixed with other things one of the greats :slight_smile:

[MENTION=887]ioFlow Studios[/MENTION] Thanks for the suggestion. I’ll add a curve node soon

Added a curve tool

With / Without the curve node

Another example with erosion

Added a clamp node. The strength of the clamp can be customized to retain the rough surfaces

Clamp with 85% strength on the bottom / top values

hello ,

the radial node make me think about a simple feature, I don’t know how you handle the height map, if they are texture or material or a specific format that fit better your needs: but would be great if it was possible (or in the future) to have a nodes that allow to went in/out to epic mat. Would allow to use all the power of the already existing material editor.

question:
what are the map size limit of your generator ?

Quick question, is it possible to create a seamlessly tileable piece or series of pieces?

Thanks!

LOVE the curve stuff :slight_smile:

EVERYONE should buy this!

Sweet mother of God those voxel landscapes make it hard to stay focused on non voxel based stuff :wink:

This looks REALLY good!
Any idea on release date/cost?
I’m a poor man but holy **** this is worth it!
Thanks!

@sylvain_l That’s actually a very good idea. I’ll add a Material Input node that builds a heightmap generated by a material.

I’ll also be working on the coloring framework soon and will dive into the engines C++ material system to get a better understanding

There are no restrictions on the map size. The node based graph eventually turns out to be a big math formula with the xy coordinates as input. So it can be as big as you want and placed anywhere. It can also have infinite scroll / streaming. However, I need to confirm if the engine lets me modify the landscape data during runtime

[MENTION=887]ioFlow Studios[/MENTION], @anonymous_user_ac40a5c5 Thanks!

I haven’t decided on the price yet but it should be affordable

Added a texture input node so you can provide your own height maps if needed

Forums finally back. It’s been a busy week

Erosion Algorithm Improvements
I fixed a silly bug in the erosion algorithm which was causing lots of eroded sand to be lost. When a water drop was destroyed, it was taking the sand it was carrying with it. I drop it back into the landscape when the water evaporates and the result looks much better. These images are also using the new color framework with flow and deposition maps from the erosion node

The erosion node takes in a curve so you can adjust the intensity of the flow and deposit colors for different range of values

Color Framework
Nodes can emit weight maps which you can assign to different layers in the landscape.

Material framework Integration

The theme editor is fully integrated with the material editor. It automatically manages a material for you. The master material will have a blend layer node with layers automatically assigned to it (whenever you create a corresponding node in the theme editor). It will also take care of creating a landscape layer asset file and saving it on the disk. In the material node, each layer will call a function, which is mapped to the theme editor’s node. Double clicking the theme editor’s node opens up the material editor for that function so you can define you own complex functions. I’ll create a video demoing this later

Voronoi Curvature
You can control the curvature of the Voronoi node

Some more screens:

Hi Ali,

Amazing work on this plugin so far! I’m really interested in buying this when it comes out and I had a few questions:

In the description above, you mention that LA will be able to “automatically takes care of setting up the materials, foliage, world composition etc.” Does this mean that you will automatically texture the landscape similarly to Landscape Auto Material from VEA Games? If so, will the material be able to automatically populate terrain with grass, bushes, and other specified meshes based on slope, height, etc?? I’m currently considering buying LAM when it goes on sale, but if you have this functionality planned, then I rather wait for LA to be released :slight_smile:

For the Heightmap generator - Will we be able to generate the procedural landscape, then manually modify it with the UE4 landscape tools, and then somehow reapply your material so it takes into account the new landscape geometry (Say I make a new mountain - will your material then auto-texture the landscape again to take this into account?)

Will it be possible to add new layers to your material (weighted and un-weighted)?

For the Voxel terrain - How far after the initial release do you think you can add it to LA? Will the Voxel landscape also have the auto-texturing and foliage placement?

As far as updates - if we buy the plugin directly from you - how do you handle updates? Do we get all future updates for free?

As far as pricing, I saw DA for $99. Is this the price range you are considering for LA as well?

And most importantly - can you give us a general idea of when you think the first release of LA will be available for purchase? I want to make sure I can get it as soon as it comes out!

Thanks a lot!

-Jorge

@CoquiGames Thank you. The texturing is done automatically. LA doesn’t work with texturing. Instead it creates weight maps on layers and lets you assign any effect you like from a material function (that works on that layer). The material, and the material functions are automatically created and managed for you. The default material function has a basic texture (white grid) and a color multiplied to it. You can change it to anything you like. So, automatic texturing is working right now

I haven’t gotten to foliage yet, but procedural foliage would be supported. I haven’t used LAM yet so I’m not sure.

I’ll contact the author to see if our tools can work together. I’ve also contacted the awesome Road Plugin’s author to see if we can have seamless interoperability between the plugins.

That’s a useful use case. I’ll think of a way to implement it.

You can add new layers by opening the auto-generated material. It needs some work (I wipe out the unused layers if not used, in the development build)

I need to add tooling on the voxel terrain. It will support auto material management and procedural foliage placement

All future updates are free and will be supported for the lifetime of UE4 :wink:

It should be around that price, although I haven’t decided yet. It depends on how much value I think the plugin can create for you, so I’m focusing on the features :slight_smile:

Added Spline rasterization support. You use the existing UE4 editor’s spline tools. But you control the rasterization in the graph

Here the spline is added to the height map before the erosion node