You'll need to generate a texture that you can use to warp UVs Conveniently you can previs that in designer using the warp/vector warp nodes. Recreating the warp/vector warp maths in an unreal shader is quite simple - if you can open the node up you should be able to basically just copy the sums
1. A script that converts a texture file node to a .psd node. 2. A script that randomizes selected uv shells position constrained to u or v and with a min/max distance range.
Hey Man, Thanks for the clarification. I totally understand your point and am on your side as well! :D Sorry if my post was misleading. I read your descriptions to the shader and knew that it was not fully PBR, but I was also just curious to know what you have planned and why you made certain decisions. I think that you…
Here goes: Below is a material setup that uses the terrain normals with masks. Make sure to experiment with this as it can form the bases for your landscape material and you can just change the Constant3Vectos with textures for a start: The colours will represent your basic texture placements. My terrain starts high and…