# Layer Tab

{% hint style="info" %}
A Landscape Layer is actually a Material Function created to work specifically with the Landscape Material Tool.
{% endhint %}

### Layer Reference

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1. Load a Landscape Layer's data into the Landscape Material Tool.\*
2. Load the Landscape Layer (Material Function) currently selected in the C*ontent Browser* into the Landscape Material Tool.
3. Browse to the currently-selected Landscape Layer in the *Content Browser*.
4. Create a new Landscape Layer using the Landscape Material Tool's default Landscape Layer.
5. Apply all changes to the current Layer.
6. Create a copy of the current Layer.
7. Further Actions Menu (see below).

\*When a Layer is selected, the box has two states:

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* <mark style="color:yellow;">Save to Update!</mark>: 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.
* <mark style="color:green;">Valid Layer</mark>: This Landscape Layer has been created in this version of the Landscape Material Tool and no further action is needed.

{% hint style="info" %}
There is also a hidden third state, <mark style="color:red;">Invalid Layer</mark>, which means this Material Function is not a valid Landscape Layer. However, there are checks when setting this value that should not allow anything invalid to ever be placed here so it should never be seen.
{% endhint %}

#### Further Actions Menu

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* 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.

#### Layer Reference Toolip

If you hover the Layer Reference box, you will see a tooltip with useful information.

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* 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 Settings

* **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.

### Detail Texture Inputs

* **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.

### Detail Parameters

* 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.

### Global Parameters

* 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).

### Overlay

*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.

### Overlay Noise Layer

* **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.

### Overlay Cliff

*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.
