Auto Landscape Mask Properties

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.

Properties

Main Texture

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.

Anti Tiling

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

Foliage

Remove Grass?: Determine if it removes the foliage.

Mountain & Beach

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

Opacity

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)

Slope

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

Virtual Texture

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.

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