WorldScape Plugin
  • WorldScape Documentation
  • World Generation
    • Quick Start
    • Terrain Geometry
      • Noise Generation
    • Noise System
      • Noise Data asset
      • Apply your NoiseVolume
      • Custom Noise Class
    • HeightMap System
      • HeightMap Data
      • Apply your Heightmap with Volume
      • Apply your Planetary Heightmap
    • Hole Volume
    • Collision Invoker Volume (Beta)
    • Procedural Foliage
      • Placement contraint parameters for foliages
      • Foliage Collection
      • Foliage Cluster
      • Regular WorldScape Foliage
      • Applying your Foliage Collection
      • Foliage Layer masking
      • Foliage Volume
      • Foliage baker (Beta)
    • Terrain Material
      • Terrain Material Legacy
    • Setting up a world from scratch
    • WS Tools
      • How to get toolbar running
      • Detailed overview
      • Heightmap Editor (Beta)
        • Edit Heightmap Data (Beta)
        • Create Landscape (Beta)
        • landscape Export (beta and extras)
      • Heightmap Tools Volume (Beta)
  • FAQ
  • API Informations
  • Unreal engine 5 Setting fixes
    • Material Fix
  • Blueprint API Infomations
    • Get Ground Height
    • Get Ground Height Normalize
    • Get Ground Noise
    • Get Height
    • Get Height Normalize
    • Get Noise
  • WorldScapePlayer
    • Custom Character Gravity Legacy
  • Technical Support
  • Play to demo
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  • Material :
  • Layer List :
  • Texture Channels

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  1. World Generation
  2. Terrain Material

Terrain Material Legacy

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Last updated 1 year ago

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Caution : The materials inside the project are placeholder, new material, better suited for WorldScape will be made and provided in the future. This articles will explain the role of each parameters without going too far into details. Fell free to use the current materials as example and create new one or modify them to suit your needs.

Material :

Set location to planet for material (Editor/Play Runtime) :

The material is subdivided in multiple layers. The Material use information provided by WorldScape and the slope of the surfaces to mask each layers. Layer will blend based with the automask.

Layer List :

  1. Sand : used for both desert and when height is lower than 0.

  2. Grass (default layer)

  3. Stone : high height (for mountains).

  4. Cliff : High slopes and can be fine-tuned with Automask parameters

  5. Snow : low temperature and low slope or for very low temperature.

Texture Channels

Each layer are defined by 3 texture.

  1. Color is a classic RGB texture containing albedo information.

  2. Normal contain normal information of your layers.

  3. OMRH is the detail map.

  • Red channel -> Oclusion.

  • Green channel -> Metal.

  • Blue channel -> Roughness.

  • Alpha channel -> Height

Look this : Look This :

https://www.youtube.com/watch?v=bwTI7dplQck
ConstructionScript Blueprint ChildClass WorldScapeRoot
Begin to Blueprint ChildClass WorldScapeRoot
Set RatioScale to your PlanetSize
Smooth Layer transition