Creating my landscape was simple as all i had to do was load my unreal file and go to landscape mode and either generate a landscape that i can sculpt by myself or use a height map to generate a landscape for me that i could then edit to my liking with things like the default brush or an alpha that that could download else where for a more organic sculpt of an environment.
To create the texture for the now generated landscape i had to used a layer blend so that i could then paint on different textures using a master material. I started by creating the blend material and then using a layerblend Node to create 3 separate arrays for my A,B and C materials then sending that through a BreakMaterialAttributes. I then choose a base material then found it parent and copied the node tree in a material function so i can neatly put it into my layer blend material however, before i did that i had to rename each map to the corresponding layer. I then done the same with the tiling node so that i would have a control of the tiling size and offset as well. I then created a material instance so that i could drop my materials into it. After i put the material instance on my landscape i had to then created weighted layer into so that the landscape could understand how i wanted the texture. Now i start paint but the texture is far too small and is repeating a bit too much to the point you can see it when playing this is where using the tile off set came in handy as i can now change it all from my material instance.
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