Ue4 height blend

Landscape Outdoor Terrain. Landscape Splines. Landscape Materials. The landscape is one of the more prominent level features in this example. This is primarily because of its very cartoon-like shading, which is being handled by way of the Landscape Material.

For information on the setup and creation of Landscapes, please see the Landscape documentation. The Material applied to this Landscape is fairly technical.

Beginner users may find it a bit overwhelming. Most of the Materials created for this scene are actually applied via a Material Instance Constant. This allows for rapid property adjustments and tweaks without having to wait for the Material to recompile. First, you will want to open the Material in the Material Editor so that you can get a look at the Material Expressions being used.

To do so, follow these steps:. You will need to make sure you are looking in the Game folder in the Asset Tree. It may also help to filter to Materials only. You will immediately notice the Material is broken up into an arrangement of Comment Blocks, such as this one:.

These are designed to help show what key areas of the Material expression network are doing. Here is a breakdown:. Rock and Grass Diffuse - This handles the blending between the rock and grass textures and how they are placed on the Landscape surface.

Controls height blend of Rock Diffuse - This section performs the angle check for the surface, which is how we can have grassy flat areas and rocky texture at the slopes.

Path Diffuse - This overlays a texture for walking paths on top of the Landscape. Beach color and Mask - This is responsible for helping designate the beach areas where water meets the land. Splotches - This area takes in a mask texture and retiles it channel-by-channel, then uses it to create randomized spots of color along the terrain.

Distance Colorize - You may have noticed that the terrain becomes a single dark, foggy color as you move away from it.Toggle navigation Polycount. Author: panicpancho. Oskar Selin. Oskar Selin polycounter lvl 3. Mar Hello i have some questions regarding UE4's landscape blending shaders. Is it possible to height blend more than 3 materials?

ue4 height blend

From the research i have done and the errors i get myself it does not seem to be possible. There is a package for sale on UE4's marketplace called "Adv. Landscape Materials" with a landscape shader blending between 3 textures based on height-map. It looks to me like no one have been able to blend more than that with tessellation. Having the first material as an alpha blend does not work.

Landscape tessellation height-blend error: Where two textures meet the geometry breaks which result in holes in the landscape. Problem solved! Later on give it a non-weight-blend landscape layer info and don't use it. I did that for my grass material and used it to "smooth" between the painted height layers. I consider the question solved and i'm happy that this was possible in UE4. Later on I will make a thread on polycount and post my progress on the scene and do some breakdown on materials, shaders etc.

Apr Coming from source, I'm just figuring out how the Unreal Engine works. I find myself getting error after error and I just cannot make any progress on the terrain tutorial regarding creating the landscape material. So I would love to see some breakdowns regarding what you did.

Sign In or Register to comment.Many of the shaders I find myself writing require some sort of blending between textures. The most common example of this is for terrain shaders, or shaders for terrain type objects. These are usually controller by a splat map, where each color channel dictates the amount of a given texture to use. Another reasonably common example is a model where this data is fed in through the vertex colors instead of a texture map.

A rarer example is an effect where the blending is controlled by world position, or even procedural noise. The most obvious reason is that large difference in the brightness of the two images will make the interpolation very obvious. Secondly the sand is low and flat, and the rocks are tall and pointy, which should ensure a clear blend when the height factor comes into play. Materials used were all acquired from Substance Source. I signed up for the Indie Substance Live pay-to-own package about a year ago and never looked back.

The final result should transition from sand on the left to rock on the right. The simplest way to achieve this is using the lerp function.

This interpolates from a left value to a right value, based on a control value. The maths involved is very simple:. We can use this function to create a basic Unity Surface Shader to lerp between the two textures. This works, but is at best unrealistic and at worst downright ugly, especially on large terrain objects. To improve the effect we can use additional height data to control exactly where the blending should occur. This way, high areas from one texture poke through low areas from another sooner, which is much more realistic.

The first thing we need is a greyscale heightmap to correspond to each of the two textures:. Lighter areas are higher, so as you can see the rock has two large tall areas which jut out, whereas the sand is low and ruffled. Once we have these maps imported into the shader we can start to use them to further control the blend. The maths of the heightblending function are also simple, but it is a little trickier to follow:.

The first line calculates a height starting point. If either of the heightmaps is above this level, that texture will be present in the final mix. A smaller blending factor will result in sharper edges. Note: If the heightmap factor is set to 0, both levels will become 0, meaning the final return will always be 0. To get very sharp blending, you must instead use a very low factor.

Next, we calculate the level of each side. If the height is lower than the height starting point, this level will be 0.

ue4 height blend

Otherwise, the resulting number signifies how much higher than the start point it is. Each side is added together, multiplied by the previous level, and then divided by the level total to ensure the total sum always equals 1.Here is how Unreal Engine 4. This means you can now edit and modify your landscapes non-destructively.

Landscape Layers have two components to them. Each landscape layer can contain information for the heightmap sculpt and painted textures.

UE4 Stochastic Height Blend Node for the Material Graph

Make sure you gone through Sculpting using Landscape Layers tutorial. It will give you the foundation to work from with non-destructive landscape layers:. In this tutorial you'll learn how to use the non-destructive landscape layers for painting textures. You must have a landscape material to use that contains Layer Blend node to paint texture layers:. Procedural Auto-Landscape Material doesn't apply non-destructive landscape layers because auto-landscape material doesn't require a Layer Blend node.

The landscape will turn black or you'll see a reflective effect which is normal. It means that you haven't assigned Layer Info's to the landscape:. You must create or assign a layer info before you can paint this layer. In order to paint textures on a landscape you have to create Layer Info for each Target Texture you created in the material.

Height blend landscape material

To explain the differences is outside the scope of this particular tutorial but I do explain what each of these do and which one to choose in "UE4 Fundamentals Vol. But it does matter which Landscape Layer you have selected when you begin painting that layer texture. After creating your first Layer Info you should see the base texture applied to the entire landscape like so:. You can paint all your textures on a single Landscape Layer or you can have a texture be painted on a different, separate Landscape Layer.

I explain these in-detail in the landscape essentials course. When painting textures while using Non-Destructive Landscape Layers it's very important that you keep track what Landscape Layer you are painting that texture on.

You can toggle visibility of each Landscape Layer by clicking on the Eye icon, this will show you what information you have on that layer:. You can create new Landscape Layers just for painting and name them so you can recognize what they are:.Vertex Paint height blend 4 textures?

Posts Latest Activity. Page of 1. Filtered by:. Previous template Next. Hi all, I know how to use the height blend in a landscape material, however I'm creating a diorama so vertex painting seemed more appropriate. I've been trying to do it all morning, to no avail. Any help is very much appreciated, shaders aren't my strong suit.

Edit: I forgot to mention I have the 4 texture vertex shader set up for basecolour, roughness and normal all fine. Last edited by jackofalltrades89 ;AM. Tags: 4 texturesheight blendmore than 2 texturesvertex blendvertex paint. Yes you can. Remember that you need to lerp together the original heightmaps at each step using the "alpha" output so that you can blend using the layered heightmaps.

Then the 2nd heightlerp node receives the input of the blended heightmaps which causes the second heightlerp blend which is the 3rd layer to blend using both underlying heightmaps. Make sense? If not I can whip up an example image later today. Comment Post Cancel. Thanks for the reply, I can't seem to wrap my head around it.

An example image would be amazing if you have time. Here's my current set up Thanks again. So is that working, other than it not being height-blended? Looks like that should work for a simple 4 layer blend Try something like this. Here I am using the A and B input to blend the heightmaps but you could just as easily do it with a separate lerp using the HeightLerp alpha it would just be a few more nodes. With this setup you could easily use the "MatLayerBlend" setup as well to blend entire material attributes not just a single texture at a time.

Yes it works, but the blend is obviously just the generic fall off - I'd like to be able to use height maps instead. Ah thank you!More results. Long story cut short, how do I make this straight snow line blend more realistically, AKA break it up?

I currently have an automated slope-blend material which blends material functions grass, dirt and rock. I'm trying to implement a snow mask which is supposed to sit naturally on top of mountains.

I have a slope blend in my snow material which makes the snow only sit on flat surfaces, while cliffs blend through in slopes.

I've tried using a height lerp as the alpha to no avail, I might just not know how to make it function properly. I've tried using all types of Gradients to no effect.

What actually are LB_AlphaBlend, LB_HeightBlend, and LB_WeightBlend.

I'll upload more screens of the material if you need more insight. Cheers and thanks for reading. Attachments: Up to 5 attachments including images can be used with a maximum of 5.

Answers to this question. How do I use landscape masks and painting in conjunction? How can I deform 3D Mask? Flare out, Taper in. Assigning two Physical Materials to one Material. What are the limitations of landscape materials? Color Mask vector 3??? Selector Node. Blended Box Mapping on Landscape material. Search in. Search help Simple searches use one or more words. Separate the words with spaces cat dog to search cat,dog or both.

You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Height blend landscape material.

Height-blending shader

Hey, Long story cut short, how do I make this straight snow line blend more realistically, AKA break it up? Long story: I currently have an automated slope-blend material which blends material functions grass, dirt and rock. Product Version: UE 4. Viewable by all users.Quick control and feedback over most variables without having to regenerate the material. Luckily UE4 has a comprehensive material editor so I was able to achieve the above fairly easily. Don't let the mass of nodes scare you off - it's a lot of the same concept repeated and isn't as complicated as it looks!

Lets start with how each texture is generated - snow, grass, rock and sand:. Snow is a simple texture sample, with some scaling applied via the TexCoord node to make it larger.

Originally I was using the grass texture from the starter content, but when looking at a lot if it you can see how it repeats. To get around that I copied the nodes from the starter content's grass material instead, created a material function with them same as a material but can be added to other materials and added that material function to this material:.

Then for the mountain grass I took the base colour output of this material and applied a few nodes that you'll see applied in other places - contrast, darkness and colour controls. Each of these is a parameter and so can be changed and viewed instantly without recompiling the whole material. The contrast, darkness and colour controls are a key part of this material - theyre used to give each area the same overall tinge golden, in this case to make the entire material look cohesive.

Without them everything seems out of place. The flat grass section is an exact duplicate of this right down to the values but has separate parameter names so that I can edit it separately later.

I could probably replace the rock here with a material function in the same way as the grass, but for now it looks fine. I haven't found a need to apply darkness and contrast to the sand texture, so there's only scaling and colour control in use here.

ue4 height blend

The beach uses a lighter colour compared to the sand on the flats, but they both still have that golden grading. Height Transitions:.

For this the blending is done with a HeightLerp node - this is like an advanced Lerp linear interpolation node but exposes some extra inputs for more control. It's not restricted to use for height blends, I tend to use it most places I'd normally use a lerp node.

The height control comes from getting the absolute world position of the pixel and dividing it by the actual value where you want the transition to be. Transition phase and contrast control how long the fade takes and how it looks. These values should be set to take input from parameters so that you can play around with their values and watch in real-time how things look.

All other height blends are controlled the same way, but with different parameter names so that they can be adjusted individually. Angle Transitions Rock :. This is where UE4's materials really start to show their use.

The basic idea of the rock transition is "Apply a rock texture to any area that has an angle greater than that specified. At 1 it covers any angle, and higher numbers up to around decrease the the angle. Even fully vertical hills below this point will retain their original texture.

The scale value on the perlin noise node needs to be tiny 0. Turbulence adds to the effect but can be disabled for a different look. Again, the transition phase and contrast are manipulated to get the fade between the grass and sand just right. Inversion through a 1-x node can be good to experiment with if you feel you have the shapes right but something still seems just a little off.

Normal Transitions:. The transitions between normals are set up exactly the same as the transitions between textures except that they're using normal textures instead, with the same values controlling both.