Is there a way to “snap” or sculpt Unreal Engine’s Landscape to match the curvature, and geometry of a static mesh such as an imported topography/landscape like you see here? Sort of like shrink-wrapping it. I’m trying to get the general shape as close as possible using UE’s landscape.
Normally people do the opposite because the landscape system doesn’t really work…
But yea, throw the mesh in blender, output a heightmap from it by creating a exr texture.
In short:
Add mesh. Make new material. Color ramp world height from 0 black to 1 white.
Place a camera in orthogonal view above the landscape.
Render to export as OpenEXR in half float mode which should be 16bit (May need to try full float too).
Open the file in any program that natively supports 16bit after making sure you set the program to 16 bit mode - examples are Krita and Gimp definitely not photoshop.
Then save in png16 format.
And you can subsequently import it into the engine.
Photoshop does not work with 16 bit. Their idea of 16 is actually 15+1 leading to corrupted data / visible terracing.
And people use meshes because the landscape system is bad in all ways. From how it works to performance. Its a pice of tech thats been stuck in the early 2000s for 20 years…
That’s weird! Good note on Photoshop, so thank you for that.
I think in 5.4 there supposedly will be some updates for it which should be good. It lacks the precision that some projects need for creating hard edges (for paths or bordered planters for example), which I find annoying. However, I also find the mesh workflow for landscapes just as bad because you end up having to create so many meshes with terrible topology (if it comes from CAD originally) and it’s very inflexible should you ever want to adjust anything.
Depends on what resolution you need and the size of the terrain.
I find quixel mixer was pretty decent - but im not sure of its current state or the licensing of things you make with it as of new year.
Substance painter is somewhat decent even it got bought and is being killed by Adobe.
Aside from this.
More bormally i just geberate splat maps based on slope values in Qgis and use them as a packed (4 channel) texture- which essentially replaces your labdscape layer paint.
Hello… I’ve been trying to create a massive photo-realistic terrain using a static mesh that I imported from Maya. I am finding no tutorials for creating textures / materials for this kind of thing in UE5.
If the landscape system is not very usable, then how does one create a massive terrain if not by importing a model made in another program? And, how do you texture it?
We’re flying ~500 feet or 170 meters over the surface, about 15 miles in two minutes.
You have to slice it so that you can cover the surface with 2k size textures at most.
Then you paint it up in any dcc.
Its not hard, nearly everyone does it…
I think your “splatting” idea is the way I’m going to go – and hope that it works. I started looking for PBR textures tonight for landscape textures. I’ll try to make maybe 3 layers, more if I see a need for the variation, and then create alphas to mask out each layer.