# Terrain Material Legacy

*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)* :

![ConstructionScript Blueprint ChildClass WorldScapeRoot](https://76368384-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mfo4Lr0jJ_GjLKGCOfM%2F-MiJpUgIljJ6-4eShDtV%2F-MiJpaC7C6JHUtmXfSMU%2FUE4Editor_O7zn6O0ojU.png?alt=media\&token=5814e3d6-d1da-4324-9ccd-9f9714fdd9e9)

![Begin to Blueprint ChildClass WorldScapeRoot](https://76368384-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mfo4Lr0jJ_GjLKGCOfM%2F-MiJpUgIljJ6-4eShDtV%2F-MiJpk650V9A1Zhul5yI%2FUE4Editor_JdomVhbVJr.png?alt=media\&token=488b263d-0ba9-4a42-afdc-05a4e2a5a66a)

![Set RatioScale to your PlanetSize](https://76368384-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mfo4Lr0jJ_GjLKGCOfM%2F-MiDwFAM6KZhodNNfcNz%2F-MiDwT4MapehyZgp7oRQ%2Fimage.png?alt=media\&token=47e31e28-28b6-404f-877d-7383cbed112f)

![Smooth Layer transition](https://76368384-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mfo4Lr0jJ_GjLKGCOfM%2F-MiDw_GRPbyYyU4UgY8w%2F-MiDwgIjCJ93kmcSRNfu%2Fimage.png?alt=media\&token=a17245db-b7a1-43cc-a377-98aa622cf3ed)

The material is subdivided in multiple layers.\
The Material use information provided by WorldScape and the slope of the surfaces to mask each layers.\
&#x20;Layer will blend based with the automask.&#x20;

<div align="left"><img src="https://76368384-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mfo4Lr0jJ_GjLKGCOfM%2F-MfooY2uLqKDw02QbeH1%2F-MfopM3FQrGQEdtcH5Ue%2FUE4Editor_mikaxGGWDb.png?alt=media&#x26;token=d507b012-4c04-4619-9b4e-beebed44dce2" alt=""></div>

### 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.

<div align="left"><img src="https://76368384-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mfo4Lr0jJ_GjLKGCOfM%2F-MfopPf2Re_awVQjypC_%2F-MfopccBHojS0V1pgSlB%2FUE4Editor_RfNDEQ7UDW.png?alt=media&#x26;token=8ec6b5aa-242b-46e8-a491-cee5555e3aec" alt=""></div>

### 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

![](https://76368384-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mfo4Lr0jJ_GjLKGCOfM%2F-Mfoi28bo6GHD0Qxz3Ao%2F-MfooVqvlNXMmVTo9LEw%2FUE4Editor_fOVIfnB9KH.png?alt=media\&token=079ca1c1-106a-473c-bd42-3d23e8a4c83d)

Look this : Look This : <https://www.youtube.com/watch?v=bwTI7dplQck>
