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Landscape Auto Texturing Material Creation – [UE4]

Landscape Auto Texturing Material Creation – [UE4]


hello guys in this video I will show you
how to make this Auto texturing material in Unreal Engine so as I can see the
texture is being automatically applied to the terrain as I change it so I will
show you how to make this so fast go into your content browser right click
and create material material now I am going to name this landscape now we need
to create three material function one for grass one for sand and one
for the rock so right click and create material function I will name this grass
then again right click material function then I will name this sand we can just
duplicate this now I will name this rock now we need to get being grass material
rock material and sand material from the turbo content so go to your starter
conducting material and go to M ground grass open it up now I will just add a
rear of node here so we can easily connect this to our material function so copy all this right click copy
now open the grass material function and we will paste it now right click and
type in make material attribute and connect this to base color connect this
to roughness and connect this to normal and connect this to the output result
apply and save now we are going to create this sand so open it up now go to
your material and we are going to use this M rock sandstone texture so open it
up add three Road nodes and go up you all of this right click copy then go to
sand and paste it right click can type in make material as tribute current this
two base colors connect this to roughness and connect 15 or 1 and
connect this childhood apply and save now open up your rock material function
then go to materials and select this em Rock ad without notes by double-clicking then go be all this and go to your rock
material function and control-v to paste it now right-click and I can make
material and connect this to base colors connect this to roughness and connective
to normal and connect this to the outside to result now we can open up a landscape material
so open it up now control and click on grass rock and sand so we can select all
three of them and drag and drop this into the landscape material and position
it like this then drag from sand and typing break material attribute then
ctrl W to duplicate it and connect this to graph and again ctrl W to duplicate
this and connect this to your oak now I am just going to add a roughness value
so press and hold one and click so we get this scalar value and connect this
to roughness that will give it a value of 0.9 now right-click on the graph and type in
bold aligned blend then % hold s and click so we get this scalar press one
more time now I will name this graph sharpness and I will name this grass
bias and connect this to blend sharpness and connect this to blend bias and press
and hold Ln click so we get this ruler connect alpha to alpha and connect this
to the base color and from the base color connect this to be and connect
this to the base color so we get this sand texture later we will change this
value so we will get what we want so now duplicate a failed align blend by
pressing ctrl + W and connect first person hold L and connect base color
from this rock to Europe and do it one more time so here so basically the a and
B is the same base color now connect this alpha here and we will again
duplicate this word aligned blend and we will present hold s so that we get this
two scalar values and I will name this final sharpness
and final bhaiyya and connect this to blend sharpness and
cannot use to blend bias now press and hold l so we get this alert and connect
this to a and from here connect this to be and from the Alpha connect this to
alpha and connect those to base color now we will give the values of the
values and we will give the value for the grass sharpness and grass class and
also we find a substance and final via so for grass sharpness give the value of 45 and give value of minus 24 grass by us and here give the value of – tall
actually we need to give a value of 54 Schaffner and give this a value of –
tall we can change this value later in the material instance so apply and save
now I am just going to delete my old landscape that will create new one by
going to the landscape then I will drag and drop this landscape material here
and cross in both so we get this grass now as you can see I can change the landscape material by sculpting or it so now we will add the normal to this we
can also right-click and create a material instance and add this to your
landscape material so we can easily change the value here so play around with this value to get to
him the Phil do you want so now I will show
you how to add the normal maps to this material so go to your landscape and we
will duplicate this to by pressing ctrl W and connect graph sharpness to blend
sharpness and graph by us to blend via and for V and B value we will get the a
values from this normal and the B from this here we have to select this
explicit normal for alpha then we will do the same here so ctrl W to duplicate
this and you know connect a normal from this rope
so connect this to a and also connect this to B now we will duplicate this and connect a finer sharpness to blend
sharpness and final bias to blend bias and we will present for the L and gate
so we get this love connect this exploits with normal Q alpha and from
here drag and connect this to a and connect this to B now connect all of
this to the normal so we get an error of here we need to connect be explicit
normal to alpha and click apply so now we also have our normal apps
applied so if you see black lines in your terrain you just need to build the
light lighting so that’s it thanks for watching guys subscribe for more videos
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Comments (8)

  1. Nice tutorial, Thanks ๐Ÿ™‚

  2. I've got an Idea : Footprints in Unreal Engine on different materials. Please

  3. Thanks for this Tutorial I like it ๐Ÿ˜€

  4. How can I add an auto grass landscape on this type of lanscape material?

  5. Hello,
    I have a little complaint with the textures.
    Everything works well for the technique but when I move away from the field the textures move and by far it's really not beautiful.
    Would you have a solution for that, please?
    I think I have to change something in unreal but I do not know what.

    In any case +1 like and sub. ๐Ÿ™‚

  6. Thanks many people sell this material but you just teach us. Many Thanks for share!

  7. i was wondering, my rock texture function is viewable but not much, i have an island and id like for the rock texture to show on the highest parts, same goes for the grass and the sad if you could show how to make them conform to the heightmaps "height". Or if u have a recomendation to look at, id take that. ๐Ÿ™‚ Great basic tut though and thanks for that.

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