Landscape Mode - Sculpting detailed and straight lines

In the picture below i’d like to have a basement in the building, but i can’t figure out how to cut out that space from landscape.
Is it even possible to do straight edges? And if not what kind of methods people use for this?

://i1292.photobucket/albums/b569/Nuutia/Unreal%20Engine%204/landslide_zpsh7sxp1fv.png

You could create a custom brush -> https://docs.unrealengine/latest/INT/Engine/Landscape/Editing/Brushes/index.html#pattern :slight_smile:

Nearly succeeded! Thanks for the idea, at least i learned to make a Custom Brush! :wink:
The problem still exists as the walls aren’t 90 degrees. And for some reason two corners were cut like this one and two of them were sharp?

The House:

://i1292.photobucket/albums/b569/Nuutia/Unreal%20Engine%204/landslide02_zpsz0qmrvko.png

And here is my Custom Brush:

://i1292.photobucket/albums/b569/Nuutia/Unreal%20Engine%204/CB_fathers_house_base_zpswurqgm2t.jpg

Are you saying that the visibility tool doesn’t work?

It seems there is a bug with Visibility Tool. I followed instructions and signed M_Ground_Moss from default package to be main material and then assigned a copy of it to be hole material. Now i’m lost on how to connect the Landscape Visibility Mask to it? Opacity Mask is greyed out. As i saw that to be the right place to connect it?

://i1292.photobucket/albums/b569/Nuutia/Unreal%20Engine%204/moss_visibility_zps20sifbop.jpg

See here: https://docs.unrealengine/latest/INT/Engine/Landscape/Materials/index.html#landscapeholematerials

Thanks for the info! Now i got the Visibility Tool working. But i’m still unable to make the hole the same size as my model is. It seems that UE4 makes landscape in predefined grid and thus you can’t have 90 degree angles. As you can see in picture below, the corner is always cut at some corner.

So i am unable to make 90 degree, 2m x 3m hole in square shape? If this is the case, then do you have any advice on how i should fill the gaps between lanscape and a house on ground level?

://i1292.photobucket/albums/b569/Nuutia/Unreal%20Engine%204/visibility_brush_size_zps3jnqanc3.png

Hi Nuutia,

You could also try changing the OpacityMaskClipValue on your landscape material. That will cause the point of cutoff to move around. Also painting your mask value a value a bit brighter than black will have the same effect. The default clipmaskvalue is 0.333 so try values around 0.1 to 0.25 for your mask brush color and see how much that helps you.

The corner you talk about is because the values are interpolated using the vertices. Since all the triangles are running in the same direction, you will see interpolation go this way on some corners.

Having some sort of foundation type mesh will help as will making the walls of your building a bit thicker.

Thanks for clearing that out !

I was able to find the ClipValue slider, changed it to different numbers between 0.1 and 0.7 but didn’t see any change.
I’m going to make foundations to buildings that need to operate on lower levels too from now on.

hmm that is strange that it did not work. Did you compile the material after changing? Sometimes when things don’t update if you clear the material from the landscape and re-apply it, it will cause the changes to kick in. Did you also try painting the opacity using nonblack values?

I saved the material, then i changed both Landscape Material and Landscape Hole Material. Is there some other way to compile beside these? I didn’t find anything with Opacity Non Black Value. What does it mean? I’m currently using the default M_Ground_Moss texture and as a hole material i’m using a copy of that with Opacity Mask added.

But the brush size still remains same. Or did i understand wrong what you meant i could achieve with this?

I mean when you are actually painting the hole on the landscape using the brush. If you check “use target value”, then instead of painting or erasing (1 or 0), the paint brush will apply the selected value.

2d36416daa1eccd6d4dac6ee0cee655af6483dfa.jpeg

So try changing that target value to 0.1 and set tool strength to 1 just to make sure its being applied enough. Then try re-painting your foundation hole again with that value. Also try values up to 0.33. Anything over 0.33 will probably make the hole disappear.

Now i’m lost. I now only how to paint a hole in Sculpt Mode and using pattern there?

Sorry about that, apparently the target value is not accessible from the visibility brush. I didn’t realize that. you should be able to mimic the same result by adding an offset scalar parameter in the landscape material.

That would be done by an “Add” and a ScalarParameter for your offset value. Then hook the result into mask.

Took some time before i was able to try this out. But i must admit i don’t have a clue how to do that all. Guess i need to learn using those nodes first.

I tried to use that “Add” and “ScalarParameter” solution and plugged it in to Opacity Mask value. But then i had to change Blend Mode to Masked and i couldn’t see my Landscape Material anymore.

However, i found that by changing my Landscape “Section Size” to 31x31 instead of default 7x7, i was able to cut much more detailed sections out. In the below picture, the one in the left is cut out with “Visibility Tool” and the right one is made with Sculpting and “Pattern Brush”.

://i1292.photobucket/albums/b569/Nuutia/Unreal%20Engine%204/highresland2_zpstcoxcxao.png

I had to do the same with my landscape setup, changing the grid “resolution”. But I’m curious if that represents a huge performance hit when performed on a fairly large landscape?