Hey everyone,
I’m spent quite some time with Unreal (unprofessionally) and I’m coming back from the times of CryEngine. I remember quite well that the editor supported handpainting by specifying altitude (height) and slope degrees in the range from 0 to 90.
I’ve been wondering why is this missing in Unreal? By no means I’m complaining about that. I’m just wondering why is this not a common feature in most engines (even outside of Unreal - Unity, Godot, etc)
I see that the trend is to try and make “auto material” with the option of hand painting on top of that. Which is fine, but I personally have a huge problem with this. The main problem being that we get a very complicated shader, and not enough “Clear” control of the painting. What I mean is, when using auto material, you generally have 2 parameters for the World Aligned Blend node - Blend Bias and Sharpness - which doesn’t make sense at all, you have to play around with those values until you get the result that you want.
Now, I think it would make a lot more sense, if you could “specify” a height and slope for your layer. I’ve tried many many different solutions on YouTube and google, on how to setup that, but none of those resulted in the perfect solution that I’m looking for.
The interesting thing is, that I can definitely see it available in the editor, but not for painting landscape , but for painting foliage.
Now, I’m trying to figure out, why we don’t have that for Painting landscape, and is it possible to “enable” this somehow?
Or event better, what professional developers do about this problem?