Hey guys. I'm familiar with setting up landscapes in UDK with landscapes, and I realize the process isn't much different in UE4, but do any of you know of any tutorials specifically for UE4? I swear, with an engine they rebuilt from the ground up, you'd think they would've readdressed this by now. The easiest way to paint…
I've found the landscape editor to be horribly buggy since release. There's a horde of people with collision issues that never got fixed, and until now Rama's victory landscape plugin has helping. I think the latest update may have solved many landscape issues, but on the whole I'd say UE4 is lacking in this department.…
Yeah it certainly seems like a lot of people are having issues with landscapes. Hopefully they clean it up a bit in near future versions. There are a few WM to UE4 tutorials on youtube that have proved helpful
The way ue4 handles materials for landscape is imho a bit stupid since it's really limiting what you can actually do. They released the landscape showcase in the latest 4.4 update that has quite a complex landscape. It has basically 3 types of material, snow rock and grass. The material is made of 3 layers created with a…
The 16 texture cap is a DX9 limit. If you look on the UE4 trello roadmap it looks like they plan to bump up DX11 shaders to a 32 texture limit. Until then, if you can turn off static lighting, you should get back a couple texture samplers. If you use constants for specular/roughness, you get back another texture sampler…
You can import erosion/flow/etc. maps from WM into UE 4 as weightmaps to tell the engine where to paint your materials initially. You don't have to do that in the material. On your layer name in the Landscape Paint mode, right click on it and select "Import Weight Map" - select your 16bit greyscale and poof.
I'm a little late to this party but in reply to Leech's post: I tried that and it made a mess of my terrain. I instead used a splatmap exported from WM and a height layer blend node. Problem now is that when I try to edit visibility of the terrain, it creates black sections around whatever I edit. I've tried several…
Thanks for the explanation wes.sau. Didn't know you can add more layers on top that use different inputs. So to summarize: the best workflow from WM then should be 4 layers that go into one RGBA splat map for large scale/backdrop texturing. Layer 0 can use solid white as mask. Should be possible without texture input. So 5…
I have exactly the same thing giving me a HUGE headache right now. I set it up that WM puts out 7 layers. But that's pretty much a big no no with the 16 texture input limitation. My plan was to just make these 7 layers blend and have it so that level designers can plug in whatever materials they fancy from the library. But…