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Landscape

MM_KurinLandscape_01a: terrain with four height-blended paint layers, auto cliff, macro variation and painted puddles.

Setup

  1. Assign an instance to the landscape; in Landscape > Paint create layer infos Layer1–Layer4 and Puddles.
  2. Fill 01 Layer 1 to 04 Layer 4; Use Layer 3? / Use Layer 4? switch the extra layers.
  3. Turn on Use Height Map? per layer so blends follow the height.
  4. 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.