This way you can spawn less Static Meshes but maintaining good visuals with less performance hit. Tip: I found that if you increase the Scale of the spawned grass, you can decrease Grass Density. Align to Surface: whether Static Meshes align to surface normals of the terrain or they do not (enable it for grass, flowers and rocks but disable it for trees)įor spawning grass Static Mesh, here are my properties I defined:.Random Rotation: Random rotation (enabled) or same rotation (disabled).Scale X, Y and Z Min and Max: size variation of Static Meshes.End Cull Distance: where the Static Meshes stop spawning beyond this distance (set in Unreal Units).Start Cull Distance: where do you want to start culling, only is used if you have PerInstanceFadeAmount node in the Material (I did not used this in the tutorial).Grass Density: amount of Static Meshes spawning.As soon as you assign a Static Mesh to spawn, you will see it on the landscape, on the grass texture layer.If you can't see grass spawning, make sure you have Real-Time enabled (Ctrl + R). I am using the free SM_FieldGrass_01 from Open-World Kite Demo from UE4 Marketplace. Under Grass Mesh, assign a Static Mesh you want to spawn: Click on the Plus icon to create the first element: Back in Content Browser, double click on the Landscape Grass Type to open its properties. Now we need to assign which Static Meshes to spawn. Then back in the Material Editor and with Grass Output Node selected, assign the Landscape Grass Type as Grass Type: In Content Browser, Add New then Foliage and create Landscape Grass Type: For this we need to create Landscape Grass Type actor. Nothing will happen because we have to define which Static Meshes to spawn. Then connect Layer Sample GrassTexture output into the Grass input: In my case I will start with GrassTexture: Parameter name has to be the same name as one of the texture layers in the Layer Blend node. To define which texture layer to spawn Static Meshes on using the Grass Output Node, you have to use LandscapeLayerSample: We have two texture layers GrassTexture and DirtTexture defined using the Layer Blend node: Where do you want to spawn Static Meshes?.But the name can be changed to anything you want. I rarely change this folder location:īack in the Material Editor, Right-Click in empty space and insert LandscapeGrassOutput node:įirst input element will be named Grass by default. UE4 will create a folder with the map name and save Layer Info's into this folder. ![]() When the menu pops up for saving the Layer Info, click OK. Switch to Landscape Mode (Shift + 3 if using UE4.25 or later Shift + 2 if using UE4.24 and earlier):Ĭlick on the Plus icon for each layer and choose Weight Blended Layer (Normal) for both texture layers: To fix this we need to create Landscape Layer Info. Landscape will turn black and this is normal. Select the landscape in perspective viewport or World Outliner and then in Details panel under Landscape Material, assign the Material: With the Material created we can now apply it to the landscape. This one node is connected into UV input for all terrain textures so they all tile the same.Ĭonstant1Vectors is used for Metallic, Specular and Roughness. I am also using Landscape Layer Coords node for controlling texture tiling. ![]() I duplicated the Landscape Layer Blend for Normal Map setup: I also used Landscape Layer Blend node with 2 layers: Quixel Bridge contains a lot of great landscape textures to use. I am using Started Content textures but you can use any terrain texture you want. If you need detailed explanation how to create this, watch the video above and also see this tutorial UE4: Step-by-Step to Your First Landscape Material (2 Texture Paint Layers). It is a 2 texture material with Specular, Roughness and Metallic inputs controlled by Constant1Vectors.Ĭlick on the image to see larger size (opens in a new tab) I also increased the Directional Light Intensity to 5 to make it brighter. I imported the heightmap into UE4 and reduced the Z Scale to 50, creating the smooth field plains. The size of the heightmap is 2017x2017 (2 square km). The terrain heightmap was created in Photoshop using Clouds filter with few adjustments. I have Post Process Volume inserted with the following properties changed: I am using TimeOfDayTemplate available from File > New: I already have a map setup and terrain ready to go.
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