Terrain Blending Tool (based on Star Wars: Battlefront)

any life sign would be ok :slight_smile:

Guys, here guys, dont need wait :slight_smile:

<3

thanks man , but still need a life sign … :slight_smile:

guys this doesn’t work… it is a uasset. uassets can’t be imported without a uproject to open it with… so that’s a bummer. I gave $5, but got nothing :frowning:

Any progress on this? It looks really handy - would be great to get a source dump if discontinued, or even better, a release :wink:

Looks great!

How about the release? Would love to take a look at how you set this up!

Have you tried just copying it into a Content folder of an existing project? I see no reason why that shouldn’t work.

Hi! How to set material up? I’m very appreciate what you have done)

So did this end up being a white elephant or what?

the assets are working fine if you simply add them to your project Folder

ceabdc3811f1f860eeb2360d7f0549ef0d5c5358.jpeg

guys,

could somebody that has more experience with materials please put together an example file? the textures are missing obviously, so it is hard to replicate for me.

thank you!

Were you able to get it to work? I think I am close to having it look good but I’m getting transparency as seen here:

And then it sort of fixes after I build but I am left with this odd masking that is reflective and grows depending on the distance you look at it. Wonder what I’m doing wrong.

On polycount they mentioned that the artist above is using a different technique that isn’t as effective unfortunately. Would love an update if you’re around OlmoPotums :slight_smile:

Any news on this?

Just started working on the normal adjustments bit, so I’ll be sure to post my results soon if I make any headway.

Can this be baked as to avoid a performance hit? Like once you put the rock where you want it, you bake out the final result? It would be great if Unreal Engine had a feature like this that auto bakes mesh into terrain to have the effect you achieved.

I think that baking this out would potentially be more of a performance hit. Imagine you had 100 rocks in a scene and you baked them all out with their own individual blended texture, that’s suddenly 100 more textures in the scene. In a scene with lots of different items (trees, rocks, etc) using this, it could get ridiculous really quickly.

I am very sorry for necroing the thread, but i stumbled upon a problem i can’t overcome by myself sadly. I am now working on my landscape material (more like learning how to do stuff :slight_smile: ) and i wanted to implement the meshes to blend with the terrain. I tried multiple approaches mentioned in this thread, sadly i havent achieved any good results. I am sure i do something wrong, but i can not figure out what, so perhaps here someone will be more knowledgable and kind enough to help my poor soul :).

So basically i followed the advices to move all my landscape related stuff to the MF, so i did that. Here is the glimpse (Photo1) of the material. The material itself contains 6 layers. First layer is alpha blend layer (read that this is a trick to avoid issues with more layers) and the additional one is the puddle layer for painting puddles on the ground.

Now second thing was to make a blend function, i more or less copy pasted the stuff from here (Photo2) :slight_smile:

And used it in the rock material. So i took an approach mentioned here to call the landscape material function and interpolate the textures (Photo3), but the results are that it does not pick up the layer the mesh is sitting on and the actual blend is black (Photo4).

I would be very thankful for help or at least pointing me on the right path :). Thanks!

Any update on this?

I am afraid the creator went AWOL, there is an asset on the market that does similar stuff

Its under name blending rocks or something around that :slight_smile: