Procedural dynamic Automatic Landscape Material Set 1 Alpine edition

Hi, really impressive work.

One supporting word from me, I am very fond of procedural generation, and trying to achieve something on my spare time. I decided to focus on world structure (from planet formation to geopolotics), instead of visual representation : the reason is excatly because some talented people like you are already provided very good solution for the visual part !

My holy graal would be a 100% runtime generation…

can you paint textures on the landscape after you apply this?

Hello Crushed

Yes you can paint on the landscape by hand, by using the procedural material as your base or any other layer component and adding your other paint materials in the old style way with splat textures. See the unreal landscape tutorials for details on how to set this up.

now on marketplace

https://www.unrealengine.com/content/060bdb4a48334b1d9cf3b430710e477d

Got it. Although It doesn’t appear that you can paint specific layers because its entirely procedural. I also thought the desert version came with it but besides that it looks great.

Hello sanford87

It is a procedural setup so you can not paint specific layers out of the box. This would contradict what this is about and be something to game specific rather than a general solution. However if you know your way around in the material system you can alter the master material to give you additional to the procedural part also layers that you can paint. See Landscape Material Layer Blending in Unreal Engine | Unreal Engine 5.3 Documentation for more info. As a suggestion for example if you like to add roads or so it is probably anyway better to use the spline mesh blueprints or the spline on terrain features with meshes rather than textures. See: Landscape Splines in Unreal Engine | Unreal Engine 5.3 Documentation

Yeah, I was hoping for too much and didn’t read the full description. Should have known when it was under the blueprints section of the Marketplace. This really is a amazing asset. One of the few “drag and drop” assets that works flawlessly. Seriously man, Great job!!!

I am having trouble figuring out how to add the procedural landscape material to my layer blend.
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This is the start of the basic layer blend I threw together to try to get this to work, but how to I call up the Automatic Landscape Material to plug into the blend node? Am I even close? lol

Hello Winterstone

  1. Make a copy of the landscape master material in Materials\Automatic_Landscape_Master_Material.
  2. Go to the section highlighted in the image and put your layer set in between like shown in the image.
  3. Be aware that you can brake the system withe this and that it is up to you to fix it :wink: also don’t overdo the adding of new texture samplers if you like to have DX 10 compatibility.

Thanks for the help Cronos!

I’m sorry If this has been asked already, I really just don’t understand the answers very much. In simple terms, Could i go in and Paint Grass(from the same material) on a Slope that Should technically be rock?

Hello Davidbati

With what is in the package you can not alter the procedural results by hand painting material layers just the height map data is used. This is intentional and will work for almost all cases rather good, since if you like to have Grass on a Slope reduce the Slope to have Grass or change the Grass layer setting in the material to get it on the Slope. However if you do what I have shown in the image in the post you can mix the procedural result with the ability to hand paint additional layers. This is not a generic solution and if you need this function you have to do some editing of the master materiel as shown in the post.
I would recommend to work with the full procedural version but if you need additional help in setting up a solution for your use case send me an email or contact me over Skype. Another thing to look at is that the landscape is just the starting base for an outdoor map, you will add vegetation, plants and spline meshes as well a static mesh for rocks and structures. You can also use Deferred decals to add things without the need to alter the landscape materiel see: Decal Actor User Guide | Unreal Engine Documentation .

tropical island

I am now working on a set for tropical island with a water blueprint and customized automatic landscape materials as well as a collection of per maid levels and height maps for the islands.

This picture shows an early stage of development in regards to the water shading:

Q: Should I include in this pack also rocks and some vegetation?

cronos3k - A few quick questions:

Can you mix and match your different packs? I.e. doing a topic island with a alpine mountain on it?

What is the ETA on the desert and tropic island packs? Right now I believe only the alpine is available right? Are they all seperate packs?

C

BTW - Totally need some volcano support on your tropical island…

To: MrMrC

yes you can mix everything but I would recommend doing it withe different landscape actors and multiple landscapes in the map.

yes there will be a Vulcanic island map but for now without flowing lava and eruption / explosion.

They are all separate packs with 3 to 6 GB of data. The Alpine one is on the marketplace, the Desert is submitted to Epic and the Island pack is right now in development. All of them come with special texture sets and adapted material as well as lots of height maps for landscapes to play around with.

In general:

I am making progress on better water for the islands. The next thing to add to the water is the camera angel dependent transparency.

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Very cool. You don’t sell them outside of the market place do you?

Now the water for the Islands pack with camera angle dependent transparency and reflection

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Scary cool looking. You ever play around with water wave systems on the beach?

i did just now. i added waves in the sallow water.

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