Does anyone know of a way (or is it even possible) to procedurally generate landscape layers instead of having to paint them?
At the moment, I have a landscape material that will automatically paint the enter landscape based on various algorithms I’ve created in the material and sampling noise textures to produce masks that I use to lerp between different textures. This works great and has painted the landscape just how I need and automatically updates as I change the landscape or create new ones. The issue though is that there is no landscape layer information baked into the landscape as I haven’t “painted” it with the landscape painting tools like you normally would. Essentially, I’m creating these paint masks procedurally, but I have no way of accessing them outside of the landscape material.
This now becomes an issue when I try to use PCG as it can sample the landscape and extract information such as the landscape layers. This is useful for then spawning procedural content (like trees) on certain layers and such. But unfortunately, I don’t have this information to sample. So, I’m wondering if there is a way around this? Can I generate this information somehow or is there some other way in PCG to determine what the ground type is on the landscape (i.e. grass, dirt, etc.).
For now I’m just using the landscape grass layers system as I can feed my generated masks into it in the landscape material. This works fine, but I would love to find away to get these masks over to PCG so that I can do some more interesting things. Any ideas?