I’m now trying to figure out a way to use the splat map i rendered out from world machine to control where each layer gets painted. Basically, while i can paint these layers by hand and it works fine, i’d rather the RGB channels of this splat texture control the layer painting. Is there a tutorial out there of how i can achieve this? Also is it possible to achieve this and still maintain heightbased blending between the layers? (not smooth blending)
Bring in your channel-packed splatmap as texture into UE4, preferably adjusting the size to power of two. Drag and drop it down into material editor and you are ready to go. Do not use LandscapeLayerBlend material expression and arrange the blend yourself, using something like two chained HeightLerp material functions. Should be straightforward in your material.
However, bear in mind, that by doing so, you are effectively sacrificing the ability to use separate Physical surfaces on your layers and stopping material compiler from optimizing out unused layers.
It is generally preferable to export 3 grayscale weightmaps out of your terrain creation suite, and import them into UE4 landscape layers. Here is a link to wiki article.
Thanks Deathrey! Yea i stumbled upon that wiki just now and did a facepalm. I brought them in as individual masks in the layer manager and it works fine now. Just need to tweak them, im trying to wrap my head around the weighting always = 1. Need to restack my layers or something. or use the splat converter in world machine to get a more correct splat map that will work here.