Landscape¶
MM_KurinLandscape_01a: terrain with four height-blended paint layers, auto cliff, macro variation and painted puddles.
Setup¶
- Assign an instance to the landscape; in Landscape > Paint create layer infos Layer1–Layer4 and Puddles.
- Fill 01 Layer 1 to 04 Layer 4; Use Layer 3? / Use Layer 4? switch the extra layers.
- Turn on Use Height Map? per layer so blends follow the height.
- Paint Puddles where water should stand.
Base groups¶
| Group | Key parameters | Tip |
|---|---|---|
| 00 Settings | Height Range (cm) | Default 4; raise it if tall layers clip |
| 01 Layer 1 – 04 Layer 4 | Tiling, Height Scale (cm), Height Offset (cm) | Tiling 1 = 1 m, 0.25 = every 4 m |
| Layer 2–4 blend | Height Blend Contrast, Blend Distance, Weight Contrast | Higher contrast = sharper edge |
Add-ons¶
| Add-on | Switch / key parameters | What it gives | Cost |
|---|---|---|---|
| Cliff | Use Cliff?, Cliff Slope, Cliff Tiling | Side-projected rock on steep slopes, no stretching | |
| Macro Variation | Use Macro Variation?, Macro Variation Amount, Macro Variation Channel | Large patches that hide tiling far away | |
| Layer Seam | Use Layer Seam?, Seam Strength | Lit / shadowed rim where one layer sits on another | ~25 instr. |
| Cover / Weather | Use Cover? / Use Weather? | Snow, sand, wetness, puddles, rain | |
| RVT output | Draw in Virtual Textures (landscape) | Props blend into the terrain, see Landscape Blend | Free until used |
| Virtual Textures | Use Virtual Textures? | Uses the (VT) map slots |
Tips¶
- Sand floods and sinks under everything: Height Offset (cm) +0.5…+1, or lower the other layer.
- Height Scale (cm) below 4 = flatter relief, bigger puddles; above 4 = deeper.
- Water on ridges in Weather Debug Mode 10: the Height Map is inverted.
- Cliff Slope: 0 = flat, 1 = vertical.
Performance¶
For distant terrain use a <your MI>_Far instance in Per LOD Override Materials (LOD Index 2), see far-distance instance. Not used by Nanite landscapes.