πŸ—»
Massive World
  • Massive World
  • πŸ’‘Quick Start
  • πŸ’‘Setup Runtime Virtual Texture (RVT)
  • πŸ’‘Preparing for future updates
  • ⛰️Customizing the landscape
  • ⛰️Customizing the stamp database (5.5)
  • 🌳Biome (Unreal 5.5) πŸ”₯
    • 🌲Customizing your biome databaseπŸ”₯
    • 🌲Customizing your biome πŸ”₯
    • 🌲Biome mask
  • πŸ‘οΈPlace of Interest (POI) πŸ”₯
  • πŸ’€AI Spawner (5.4)
  • ⌨️DevMode (5.4)
  • πŸ“ˆUsing your own PCG graph
  • πŸ–ŒοΈDrawing roads, rivers, lakes and biomes
    • 🌊Drawing rivers and lakes (beta)
    • 🌊Automatic audio and waterfall (beta)
    • 🍁Biomes
    • πŸ›£οΈPaint Roads
    • πŸ§—β€β™‚οΈDraw Cliff
    • ❌Drawing remove biomes
  • 🎨Landscape texturing / masking
    • Texturing with biomes
    • Texturing with roads
    • Auto Landscape Mask Properties
    • Texturing with lakes and rivers
    • Using Massive World with other landscape material. (Advanced). Example: Brushify
      • Example: Dreamscape
  • 🧩Patch Note - Massive World
  • Download
  • ❔FAQ
    • The landscape is all dark
    • Can't spawn any tree but I see rocks
    • The texture looks blurry
  • Legacy
    • 🌳Biome (Unreal 5.3)
      • 🌲Customizing your biome water level and layer detection
      • 🌲Biome placement
      • 🌲Customizing your biome database
      • 🌲Customizing your biome PCG
      • 🌲Biome mask
    • 🌳Biome (Unreal 5.4)
      • 🌲Customizing your biome water and mountain level
      • 🌲Customizing your biome database
      • 🌲Customizing your biome
      • 🌲Biome mask
  • Extra
  • βž•Extra functions
  • 🌳Stylized Asset
    • Adding water
    • Landscape Material
  • ❗World Partition
  • ☘️Gathering and interaction
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  1. Landscape texturing / masking
  2. Using Massive World with other landscape material. (Advanced). Example: Brushify

Example: Dreamscape

PreviousUsing Massive World with other landscape material. (Advanced). Example: BrushifyNextPatch Note - Massive World

Last updated 1 year ago

This section is an example of how to integrate Dreamscape's grass to work with Massive World.

Fixing the grass too bright

Open M_Grass_Master then look for "Virtual Texturing" and switch the Virtual Texture Content to use "YCoCg Base Color, Normal, Roughness, Specular, Mask". Then change the Virtual Texture to the one you use for the colors, the default one of Massive World is VT_DemoLandscape.This is all you need to fix the bright grass.

For the material, to my understanding, Dreamscape only writes on an RVT for the grass but doesn't read from it (like Massive World or Brushify) so adding an RVT would be a lot mot work. For that reason, I recommend using Massive World landscape material and switching the textures to those of Dreamscape.

You can also switch the foliages to use Dreamscape inside M_MassiveLandscape.

For the rest, you can use a duplicate of the MI_Forest to do all your biomes.

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