![]() ![]() A constant with a low value can take the shine off, if the specular map makes things too glossy.Ĭonnect the nodes up as in the image. If you want, you can do the same with the occlusion and specular maps too. Select the co-ordinate and blend nodes and hit Ctrl+W to duplicate, then connect the corresponding normal maps to the blend node, then the blend to the normal input of the material node. Now we need to start connecting the nodes to generate the material, so hook up the colour textures to the first input of each material on the blend node and the alpha outputs into the height input. You'll also need a Landscape co-ordinates node, which is essentially a UV generator for the terrain. All three Blend types should be LB Height Blend. Then set the preview weights to set the order of importance, from 0, 0.5 and 1.0. In the details you want to add three elements and rename them to match your textures. right-click and find and add a Landscape Blend node. You can add more if you like so if you want earthy patches or flowers etc you can do so. I tend to stack them in realworld order, where applicable, so rock, gravel and grass here. Opening up the node editor can be daunting but it's a simple but effective way of workingĭrag the colour and normal textures from the content browser into the node window and lay them out in pairs. They make for a powerful tool once you get used to it. This is where most of the setup work happens and is a great workflow. Right-click and choose New Material then rename it to Landscape and double-click it to open up the node editor. I chose the same folder as the textures, to keep everything together. Managing assets with the content manager is a breeze and helps keep things organisedĬhoose a location for your new material. ![]() Click the import button to load all your textures into your browser. Now go to your content browser and, if you haven't already, create a folder for your project and right click to add a new folder within that called 'Materials'. Introducing materials and landscape paintingįirst things first we need to get our textures in place, so open up your project and make sure your landscape level is open. These were made using simple diffuse textures which were taken into Crazybump for generating normals, specular, displacement and so on. I created my own texture maps for this which you can find in the assets folder. Rob Redman introduces materials and landscape painting in part two of our video tutorial series for creating a playable level in Unreal Engine, complete with free assets.
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