I created this thread so people could show their progress on landscape painting and share any tips they've found. I've got my kml and lidar in now i'm beginning to smooth out and paint my landscape. I'm adding a painting section to my terrain guide for beginners found here: https://docs.google.com/document/d/...xo8P6djUyCb1jPX13D1AbdYm3PapxTof-Q-7RdG3C/pub EDIT: Added a Painting Landscapes section to the guide
Thanks I’ll take a look at that. I’m still hoping someone from DTG will provide a tutorial or even a masterclass on painting grass and foliage etc. I haven’t the confidence to start painting my own route until I know a bit more about what’s involved.
Full acknowledge, DTG Matt or dtg_jan please give us a short overview on landscape painting and if there are any special things to consider about (performance, etc.) that deviate from "normal" Unreal editor tutorials out there.
It is just me or all the nodes under "worldaligned" have been switched off? If I add them they are blank, instead of having options. Maybe the customization they did to the terrain prevent their usage.
A simple question: why are there multiple landscapes under "landscape editor"? I have three "landscape" and one each from landscape2 to landscape5. They cannot be deleted and adding layers to them it is like a maze
Here's my attempt at creating scenery. It's not representative of the real section but I did it just to explore some options. First things, I didn't use the Landscape UV mapping. Instead I just divided the world position and used the X and Y channels as a UV map. This is kind of a pseudo-world-aligned texture mapping and it should help with blending if I wanted to have landscape texture on a mesh or something. Second, I used the "Make Material Attributes" nodes and basically blended together whole material setups instead of blending each texture individually. This helps clean up the graph a bit. Eventually I would like each of the landscape layers to be in a separate function but material functions are broken at the moment. Last thing, I did a Non-Weight Blended "Grass Removal" layer. This means that I can paint this layers anywhere where I want to have no procedural grass (like in a road) as well as erase it to bring the grass back.
I followed a similar approach with a couple of differences. Since I have taken the textures from my own photos I had to add a couple of nodes to reduce the tiling effect (previously tiled with another program). "Tex coordinate" and "tex samples" to add some randomness which, depeding on the texture, can do wonder but not miracle . Further more a constant to eliminate the "plastic effect" done by the specular. I never had so much fun playing around with colors, filtering, normals, etc. (The actual bridge is walled off by trees... which I don't have, yet...)
Nope. It's literally just a blueprint spline from Vorarlberg and grass removal. I saw it done on the Vorarblerg route and decided to go with it though my knowledge of the technique is much older than that. I think it appeared in one of the Quixel's Medieval Game Environment breakdowns. Edit: Found the Quixel video that talks about this stuff.
Good to know. I couldn't understand why my materials from the standard UE editor projects would not migrate to the TSW version without breaking them.
Just for funsies since the tiling was brought up more than once, I decided to make a little comparison with a texture that is easy to tile as well as one that is not so easy. It's amazing how a tweaked Texture Variation can come close to the insanity that is Texture Bombing.
As a first time user of UE4 I was not aware that the classic BMP format was not the favourite format for textures. I had to change the format to sRGB to have all my textures with the correct palette.
Turn off Live Update, this fixed the crashing for me =) You'll need the fixed material function file from here https://forums.dovetailgames.com/th...erial-function-work-around.77834/#post-782093