> For the complete documentation index, see [llms.txt](https://docs.shadersource.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.shadersource.io/assets-and-plugins/landscape-material-tool/how-to-use-legacy-4.26-5.3/advanced-features/advanced-landscape-material.md).

# Advanced Landscape Material

This page will go into more detail about the landscape material parameters and settings listed in the "**Material**" tab.

### Runtime Virtual Texturing

Please see the page for [Setting Up Runtime Virtual Texture](/assets-and-plugins/landscape-material-tool/how-to-use-legacy-4.26-5.3/setting-up-runtime-virtual-texture.md) before proceeding on this topic.

RVT is disabled by default, but is a powerful addition to landscape materials. To enable it correctly you will need to activate it within your project settings first.

![Search for "Virtual Texture"](/files/mpD9JK0bn63EB0oVStra)

Once enabled in the project settings and the engine has been restarted, enable **"Use Runtime Virtual Texture"** within the "**Runtime Virtual Texturing**" dropdown under the "**Landscape Material Parameters**" drop down.

![](/files/ziiYjJnaxnDjGuvngzHZ)

By default the "**Runtime Virtual Texture Sample**" has the input of a "**RVT\_Global**" provided by the plugin.

{% hint style="info" %}
If you want displacement on your RVT landscape and do not want to use UE4's Virtual Height Field Mesh, with tessellation enabled you will want to enable "**Displacement Use Mask Sample**"
{% endhint %}

### Tessellation and Virtual Height Field Mesh

{% hint style="warning" %}
Tessellation has now been deprecated in UE4.26+ but is still useable at the moment.
{% endhint %}

{% hint style="info" %}
Recommended: By default the plugin is setup and optimized to use Virtual Height Field Mesh.
{% endhint %}

Navigate to the **"Tessellation"** drop down under the **"Landscape Material Parameters"** drop down and select which tessellation mode to use.

![](/files/QJogzCnGGTFzrZNXuPjl)

With "**Use Adaptive Tessellation**" disabled, tessellation will use a sphere mask around the player camera to determine how tessellated the landscape is. Use the parameters "**Range Radius, Range Hardness, Minimum Levels, Maximum Levels**" to change how the tessellation is calculated.&#x20;

### Satellite Overlay

This functionality is used to overlay a satellite map over the entire landscape which will fade in at a set distance away from the camera, it is basically another global blend but for the entire landscape.

When applying a satellite overlay, the "**Landscape Resolution**" parameter needs to be set to the correct resolution of the landscape. You can do this by viewing the details panel of the landscape actor.&#x20;

![](/files/e8gTHTCJ1hm7PfpoY3Qs)
