I am hoping to create a medieval fantasy style town and surrounding landscape in unreal engine. I created the landscape in Worldmachine and used a procedurally texturing material to texture it based on incline. I also created a system of modular pieces to create these early versions of the houses. All feedback is…
I was able to fix the render distance grass issue by creating some extra grass LOD's which used a higher opacity as distance increased. The next issue I'm looking into is trying to find a unifying texture style that helps all the props feel like part of a cohesive set.
Yeah I was wondering if there was any solutions to the clear circle of grass (the draw distance). I tried to change the colour and the roughness of the landscape material to more closely match the grass billboards, but was wondering if there was a way to incrementally phase out the grass objects as it they approached the…