Terrain Creation

Hey so I started working on a map in World Machine. I really liked the way that it was going but when I exported it into UE4 with textures the splat maps didn’t work right and it was really bad looking. So I decided to go a different route and use height maps to determine where textures should be placed by using a material that uses Layer Weight Blending. That worked a little bit better but it still wasn’t what I wanted. So again, I changed a lot of settings and played around with height masking and slope masking and even used erosion flow masking… Still wasn’t blending right. I spent days working on this and resulted in failure every time. Anyone have any suggestions? Thanks in advance!

Show us what you want
What you are getting
And how you are getting it

To get your splat map to fit your terrain, on the LandscapeCoords node, set the “Mapping Scale” to your maps resolution.

Well it’s hard to show you what I want because in World Machine when I set everything up to the Overlay View, it doesn’t blend things right from the get-go. So I broke it down into different segments which blends it better but it still has a hard time during the export/import process. Basically I am running into an error that I think has to do with using too many different textures. I am trying to blend Sand > to Grass > to Mountain Grass with a Gravel Mountain Flow. and the gravel overlays the grass layer too much. I use several different Layout Generators to map out my rivers, ocean, mountains and ground and during this process is where I am getting my blend problem because I have to use a combiner to add the mountains to the ground and subtract the rivers from the ground. Which makes my textures also add to each other. I’m not sure how to get my layout generators to produce the textures only on the mountains and leave the ground’s grass texture alone.

Usually, some screenshots if not better, a video of your screen will make it easier for people to understand.

there is a tutorial on youtube which show you exactly how to import your splatmap + textures from wm to unreal engine

Yes I understand this but I have a very difficult terrain and there will be no way to make anyone on these forums understand my terrain even if I explained it to them because of its vast number of nodes along with its complexity of combiners and height outputs. If someone other than myself took a look at my terrain, they’d be so lost, they wouldn’t have a clue how to help me anymore than they do now. My best hopes of having someone help me is explain what I need help with and let me worry about the node layouts and altering them.