In this showcase they show a landscape being eroded, not only affecting the height map but also changing location of the two different layers being used: http://youtu.be/y_7awHM-pr0?t=3m33s
I’ve been using landscapes a lot in UDK and set it up in UE4 as well but can’t figure out how to do that, I’ve tried to read all the documentation I could find on landscapes but couldn’t find anything about that.
Does anyone know how that is done?
Also, I’ve used the SubUV_Function to use only one of 2*2 textures in an atlas.
Is there a way to make it tile from that result and not use what’s outside of it?
I get it to only show one of the 4 textures but as soon as I try to tile it, it uses the whole sheet of 4 textures.
Or is it any other way of doing it? I’m not worried about mip map problems as I’m only planning on using it with normal maps that aren’t visible when further away.
Here’s how i used the SubUv_Function.
Thanks in advance!