Auto Landscape Mask Properties
Last updated
Last updated
The biome mask (auto landscape) is different from the "usual" auto material because the mask had to be done without having access to the landscape's data. For that reason, every material must be an instance of M_BiomeTexture or be a duplicate of MI_Forest.
Main Color Multiplicator and Main Color Variation: Use the micro and macro variation to break the tiling. It's an offset on the original color.
Cliff Color Multiplicator: Offset the colors of the cliffs
The textures, normal and mask use the same model as Megascan so they are compatible with them.
Macro Variation Contrast: Add contrast to some parts of the landscape
Micro UV: UV of the micro variation
Micro Variation: Tiling of the micro variation
Remove Grass?: Determine if it removes the foliage.
Mountain Level: Mountain level in world space
Mountain/Beach Blend Falloff: Determine the blending length of the transition
Beach Level: Beach level in world space
Mountain/Beach noise intensity: Add noise in the blending to break the flat line transition
Mountain/Beach Noise UV: Adjust the noise size of the blending transition mask
Noise: Noise image to use
Intensity: Intensity of the mask
Contrast: Contrast opacity of the noise
Edge Contrast: Contrast opacity from the edge
Edge Fade: Add/remove fade from the edge
Hardness: Intensity of the edge
Noise UV Scale: Scale of the noise used
Offset: Offset on the mask opacity (usually around 0.01)
Use Cliff?: Activate or deactivate the cliffs
Slope Offset: Add an offset on the slope data to use
Slope Contrast: Contrast of the slope
Blend Distance: Blend distance between the slopes
These are usually not to be changed (controller by Massive World) but can be good to see if they have the right RVT to use.