Landscape Materials - define with polygons

Hi All

Unreal noob here…I am trying to find a way to use CAD or GIS (or even raster) data to define boundaries different Landscape Materials instead of manually painting them. I’m guessing there would need to be some kind of mapping of attributes (or RGB for raster) to UE materials or a LUT?

Can anyone point me in the right direction? Any help would be greatly appreciated.

Cheers

I know you can use 16-bit grayscale heightfield PNGs to define height. As far as layers go, I haven’t had an application for this. If I wanted to paint layers in an external program, it might be to a texture that would then be imported into the engine and used as a material mask. I think I saw there was an option to import layers, but I’m not entirely sure how that all works.

Manually painting landscape is actually really fun, though! You can even use textures as alpha masks to give you nice variance when you paint!

Hi there,

Thanks for the tips. I’m not concerned with the height map or terrain topography, got that covered i think.

We often have a layer in CAD or GIS that defines the kind of vegetation/ecosystem with polygons, these can be be quite complex. Ideally it would be awesome to have something that looks at an attribute or colour of each polygon and apply a specific Unreal material to all polygons with that attribute or color. A benefit of this would be that if the design changed you wouldn’t have to re-paint everything. Totally agree painting is fun though!

I’ll keep digging and post any progress.

Cheers