I created a tool for Unreal Engine that extracts meshes directly from landscape layers, along with a pipeline for applying procedural noise and triplanar displacement.
This workflow allows for quickly generating detailed geometry from landscape data, making it easier to transition from terrain to mesh-based assets while maintaining flexibility for further procedural refinement. It is especially useful for cliff generation and rocky terrain creation.
The process includes:
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Painting landscape layers
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Extracting meshes from selected regions
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Curve-based splitting and edge expansion
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Applying procedural displacement using noise and triplanar mapping
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Baking vertex colors for further material control
