Layer Tab
This documentation is for update 2.0+, applied to 5.4+.
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This documentation is for update 2.0+, applied to 5.4+.
Last updated
Was this helpful?
Load a Landscape Layer's data into the Landscape Material Tool.*
Load the Landscape Layer (Material Function) currently selected in the Content Browser into the Landscape Material Tool.
Browse to the currently-selected Landscape Layer in the Content Browser.
Create a new Landscape Layer using the Landscape Material Tool's default Landscape Layer.
Apply all changes to the current Layer.
Create a copy of the current Layer.
Further Actions Menu (see below).
*When a Layer is selected, the box has two states:
Save to Update!: This Landscape Layer has been created in a past version of the Landscape Material Tool; saving the Landscape Layer through the Landscape Material Tool will automatically update it.
Valid Layer: This Landscape Layer has been created in this version of the Landscape Material Tool and no further action is needed.
ACTIONS
Reset To Defaults: Reset the current Layer's parameters to the global layer defaults (does not reset the texture inputs).
Copy Parameters From Layer: Copy the parameters from another Layer to this Layer (does not copy the texture inputs).
EDIT LAYER IN MATERIAL: Shortcut to open a Layer present in the selected Master Material.
If you hover the Layer Reference box, you will see a tooltip with useful information.
Section 1: The name of the Landscape Layer Material Function.
Section 2: Type of asset.
Section 3: A list of ALL Materials that currently reference this Landscape Layer Material Function.
Section 4: If this Landscape Layer is in the Master Material, it will show the Blend Type and Noise Layer applied to the Layer in the Material.
Section 5: If this Landscape Layer is in the Master Material, it will show where the Layer is in the Material's Layer Hierarchy.
Layer Name: The Landscape Layer Name (also displayed on the paint layer selection).
Inputs: Note: Ticking these off will hide some parameters too.
Use Normal: Toggle to use a Normal Map and settings for this Layer (turning off will increase performance).
Use Roughness: Toggle to use a Roughness Map and settings for this Layer (turning off will increase performance).
Use Specular: Toggle to use a Specular Map and settings for this Layer (turning off will increase performance).
Use Ambient Occlusion: Toggle to use a Ambient Occlusion Map and settings for this Layer (turning off will increase performance).
Use Height: Toggle to use a Height Map and settings for this Layer (turning off will increase performance).
Use Global Distance Swap: Enable to have the textures to swap out to a global blend.
Use Custom Global Textures: Whether to use custom global textures or use the detail textures for global swap.
Use Custom Global Parameters: Whether to use custom global parameters or use the detail textures for global swap.
Diffuse: Diffuse Texture Input.
Normal: Normal Map Texture Input.
Height: Height Map Texture Input. Note: Hidden if Height.ChannelPackedTexture is true.
Specular: Specular Map Texture Input. Note: Hidden if Specular.ChannelPackedTexture is true.
Roughness: Roughness Map Texture Input. Note: Hidden if Roughness.ChannelPackedTexture is true.
Ambient Occlusion: Ambient Occlusion Map Texture Input. Note: Hidden if AmbientOcclusion.ChannelPackedTexture is true.
Channel Packed Texture: A Channel Packed Texture Input.
UV
UV Tiling: Texture UV Tiling Multiply.
Triplanar
Use Triplanar Mapping: Enable for Triplanar Mapping / World Aligned Texture.
Triplanar Mapping Texture Size: Texture Scale Size for Triplanar Mapping.
Use Advanced Triplanar Mapping: Enable an Advanced Triplanar Mapping Method.
Advanced Triplanar Mapping: Use Single Sample: Use Single Texture Samples for Triplanar Mapping.
Advanced Triplanar Mapping: Use Dithering: Use Dithering for Triplanar Mapping.
Advanced Triplanar Mapping: Projection Smoothness: Smoothing between Triplanar Mapping Seams.
Advanced Triplanar Mapping: Angle Amount: Lateral Projection Reduction.
Texture Variation
Use Texture Variation: Enable for Texture Variation (used to reduce tiling of textures). Note: Requires no Triplanar Mapping.
Texture Variation: Offset: The random offset amount for the texture UV's.
Texture Variation: Scale: The scale of the variation transitions.
Texture Variation: Levels: The amount of variation transition levels.
Texture Variation: Height Influence: How much the heightmap has influence on the texture transition levels.
Texture Variation: Use Dither: Enabling Dithering for texture variation transitions (helps smooth out transition lines).
Texture Variation: Use Random Rotation and Scale: Used to randomly rotate and scale the texture variation UV's (can cause problems with normal maps).
Diffuse
Multiply With AO: PBR multiply diffuse with AO map.
Brightness: Diffuse color brightness.
Brightness Curve: Diffuse color brightness curve.
Saturation: Diffuse color saturation.
Hue Shift: Diffuse color Hue Shift.
Normal
Strength: Normal map strength offset.
Height
Use Channel Packing: Use channel packing for height map.
Channel Packing Mask: Height Channel used for channel packing texture.
Height Brightness Curve: Displacement Height curve, Similar to texture brightness curve.
Height Intensity: Displacement Height intensity, increases the brightness of the texture.
Vertical Height Offset: Displacement Height offset.
Height: Blur Distance: Total Distance of Blur in UV space.
Height: Blur Steps: Number of Steps Along Distance.
Specular
Offset: Specular intensity offset.
Use Channel Packing: Use channel packing for specular map.
Channel Packing Mask: Specular Channel used for channel packing texture.
Roughness
Offset: Roughness intensity offset.
Use Channel Packing: Use channel packing for roughness map.
Channel Packing Mask: Roughness Channel used for channel packing texture.
Ambient Occlusion
Offset: Ambient Occlusion intensity offset.
Use Channel Packing: Use channel packing for Ambient Occlusion map.
Channel Packing Mask: Ambient Occlusion Channel used for channel packing texture.
Distance Blend
Fade Range: The fade range for the global distance swap.
Fade Hardness: The fade hardness/sharpness for the global distance swap.
Mip Fade Range: The Mip fade range for the global distance swap (this is used instead of Distance Fade Range for RVT).
Mip Fade Hardness: The fade hardness/sharpness for the global distance swap (this is used instead of Distance Fade Hardness for RVT).
UV
UV Tiling: Texture UV Tiling Multiply.
Triplanar
Use Triplanar Mapping: Enable for Triplanar Mapping / World Aligned Texture.
Triplanar Mapping Texture Size: Texture Scale Size for Triplanar Mapping.
Use Advanced Triplanar Mapping: Enable an Advanced Triplanar Mapping Method.
Advanced Triplanar Mapping: Use Single Sample: Use Single Texture Samples for Triplanar Mapping.
Advanced Triplanar Mapping: Use Dithering: Use Dithering for Triplanar Mapping.
Advanced Triplanar Mapping: Projection Smoothness: Smoothing between Triplanar Mapping Seams.
Advanced Triplanar Mapping: Angle Amount: Lateral Projection Reduction.
Texture Variation
Use Texture Variation: Enable for Texture Variation (used to reduce tiling of textures). Note: Requires no Triplanar Mapping.
Texture Variation: Offset: The random offset amount for the texture UV's.
Texture Variation: Scale: The scale of the variation transitions.
Texture Variation: Levels: The amount of variation transition levels.
Texture Variation: Height Influence: How much the heightmap has influence on the texture transition levels.
Texture Variation: Use Dither: Enabling Dithering for texture variation transitions (helps smooth out transition lines).
Texture Variation: Use Random Rotation and Scale: Used to randomly rotate and scale the texture variation UV's (can cause problems with normal maps).
Hidden if not Cliff or Overlay Blend.
Falloff Contrast: The falloff contrast for the noise texture applied for overlay blending.
Falloff Intensity: The falloff brightness intensity for the noise texture applied for overlay blending.
Falloff Use Height Map: Toggle to use the supplied heightmap instead of the falloff texture.
Falloff Texture: The falloff noise texture input for overlay blending.
Falloff Texture UV Scale: Falloff Texture UV scale, scaled by dividing the UV coordinates.
Falloff Texture Channel: Falloff texture channel mask.
World Height
Use World Height Blend: Toggle to use World Height blend (useful for materials such as a top down snow overlay).
World Height: Flip Direction: Toggle to flip the direction of which the world height alpha blends.
World Height: Offset: Offset the world position Z for the World height blend.
World Height: Edge Smoothing: Control how soft the edge gradient is for the world height blend.
World Height: Variation Size: Control the size of the variation for the edge of the world height blend.
World Height: Variation Depth: Control the Depth of the variation for the edge of the world height blend.
World Height: Use Normal Influence: Toggle to use Pixel and Vertex Normal to blend out the World Height Gradient.
World Height: Normal Influence: Control the Normal Influence for the edge of the world height blend.
World Height: Normal Influence Tessellation: Control a seperate influence path for tessellation for the Normal Influence (uses Vertex Normals instead of Pixel Normal).
World Height: Use Height Influence: Toggle to use Displacement Height to blend out the World Height Gradient.
World Height: Height Influence: Control the Displacement Height Influence for the edge of the world height blend.
World Height: Flip Height Influence: Toggle to flip the Displacement Height influence.
Blend Intensity: Intensity for the Noise Layer overlay blend.
Blend Contrast: Contrast for the Noise Layer overlay blend.
Blend Texture: Texture Noise for the Noise Layer overlay blend.
Blend Texture UV Scale: Noise Layer overlay blend texture UV scale, scaled by dividing the UV coordinates.
Blend Texture Channel: Texture Channel Mask for the Noise Layer overlay blend.
Hidden if not Cliff Blend.
Cliff Slope Angle: The slope angle used for automatic cliff generation.
Cliff Slope Falloff Intensity: Slope falloff intensity for automatic cliff generation.
Cliff Slope Falloff Contrast: Slope falloff contrast used for automatic cliff generation.