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  1. #1
    MSgt. Shooter Person
    Join Date
    Nov 2011
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    34

    Default Landscape and Textures

    I am trying to build a Material for Landscape system.
    I dont understand how to scale my textures so it fits on the Hightmap

    The Hightmap in the Landscapesystem is not powered by 2, but the Textures is power by 2

    So if the Hightmap is 2017 then the Textures is 2048 it does not match properly
    I have tryed to scale the texture down to 2017 with the TerrainLayerCoords but it will not line up right.

    Anyone know how to do this please let me know?

    The Landscapesystem can handle one, power by 2 size, and it is 1024. When I use that it lines up perfectly

  2. #2
    Boomshot
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    May 2011
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    Chicago
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    Default

    Landscapes really aren't supposed to use a single texture that covers the entire thing from edge to edge perfectly (you'll get bad resolution that way) you're supposed to use tiling textures that you can tile using the terraincoordinate node in the material.

  3. #3
    MSgt. Shooter Person
    Join Date
    Nov 2011
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    Default

    Thank you for responding.
    I am not realy using it like that. I use a grayscale texture as a mask to blend 2 textures. The Mask is cover the entire map and blends 2 other (Tiled) Textures .
    If the Mask is not the same size as the Hightmap it will not blend right.

  4. #4
    Marrow Fiend
    Join Date
    Jun 2009
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    Default

    You're supposed to create the mask manually by painting the landscape materials on.

    That's the whole point of the mateiral layers of the landscape tool, to do what you are trying to do with the mask.
    Last edited by Graylord; 06-24-2012 at 10:25 AM.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  5. #5
    MSgt. Shooter Person
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    Default

    Painting the Landscape manual?? That is a lot of work when it can be done by software...

  6. #6
    Marrow Fiend
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    Default

    That's how it's meant to be done.

    And no, it won't take long at all. Have you even tried the tools?
    Last edited by Graylord; 06-24-2012 at 12:33 PM.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  7. #7
    MSgt. Shooter Person
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    Nov 2011
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    34

    Default

    This is my flow mask



    It is not easy to paint manual

  8. #8
    MSgt. Shooter Person
    Join Date
    Oct 2011
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    324

    Default

    Create a new 2048x2048 document in photoshop then paste your hightmap on it and save it like that? This is what i understand might help when i read your first post.

  9. #9
    MSgt. Shooter Person
    Join Date
    Oct 2010
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    Unknown
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    Default

    You need to add a TerrainLayerCoords material expression and set mapping scale to properly align overlay texture.

    EDIT: only now noticed that you've already tried that. Can you give a screenshot of how your landscape looks with this material applied?
    Last edited by DGX; 06-25-2012 at 03:29 AM.

  10. #10
    Boomshot
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    Default

    Quote Originally Posted by Hotshot View Post
    This is my flow mask



    It is not easy to paint manual
    The landscape system was meant to be hand painted in layers. I take it you made that for a static mesh in your 3D app before looking up how the landscape tool in UDK works? You can use a heightmap, but the layer blending is done manually to allow more control. Using a single texture that is stretched over an entire landscape to blend will look pretty bad and low resolution because of how big landscapes can be.

  11. #11
    Marrow Fiend
    Join Date
    Jul 2006
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    UT40k
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    Default

    thought i reconized that sort of map, if you've been using TerreSculptor (HMES) you might want to watch these videos http://www.youtube.com/user/PendantixUDK?feature=watch
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  12. #12
    MSgt. Shooter Person
    Join Date
    Jan 2012
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    37

    Default

    You definitely can use one huge color/Ambient Occlusion map for a landscape, and then tile on detailed textures over it. I would HIGHLY recommend this tutorial series:
    http://www.polycount.com/forum/showthread.php?t=88933

    It is intended for Cryengine, but he does a video showing how to get the terrain into the UDK and set up the shaders. Here is a landscape terrain I made with his tutorial:





    As you can see, the large overhead view contains AO and color information, and then in the landscape layers you paint in variations and details.

  13. #13
    MSgt. Shooter Person
    Join Date
    Feb 2011
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    Default

    Nice alphamap. You can use a couple of techniques to get this onto your UDK Landscape. You can import it as an Alpha layer in the Landscape toolbox (thus avoiding hand-painting it), and then craft a section of your Material to use the same layer Name. You should re-size the alpha/flow map to the same pixel width as your heightmap and follow the import workflow.
    http://udn.epicgames.com/Three/Lands...map and Layers

    Or, you can use it to blend in the material, as described in the slightly updated Landscape Materials page (using the power-of-2 version of the alphamap). If the devs are reading this, a pointer to some more docs on those new function nodes would be really cool.


 

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