Building Materials

Some of these parameters work in the same way as on the Master Surfaces Shaders. As such, some links to the MSS Documentation will be present.

As the shader is meant to be used with Runtime Virtual Texture Caching, a red Caching OFF notification can appear at the top of the builder to remind that the caching is Off.

See Landscape Caching for more details.

Note : The screenshots below ha been modified to show the content of all panels, but in the editor they are disabled depending if they can be used or not.

NumberFunction

1

Excludes this layer from caching. See Landscape Caching for more information.

2

NOTE : Atlasses have been deprecated since Release 2.0. They are only usable in the "Multi" presets. Enables the use of Atlasses textures for all the Sub-Layers, so that 12 Materials can be summed up in 5-6 texture objects. See Using Atlasses for more information.

3

4

When enabled, samples the texturing at a different UV Scaling and shows it when the player is at a certain distance of the surface. Useful for keeping "crisp" materials far away like rock surfaces.

5

6

7

8

Uses a channel of the Base Color as the specular output. The value is a cap as natural landscape aren't surfaces with a lot of specularity.

9

Name of the texture and its texture thumbnail. Clicking the icon allows to change the texture.

10

Uses uniform color instead of a texture.

Clicking on the color preview will open a color picker.

11

The Arrows on the Thumbnail is a button, picking up the selected Texture file from the content browser.

The Folder Button points the Content browser to the file currently used.

The text is the current texture color space. If it does not have the correct format, a button will appear instead of the color space text. (See Texture Conversion for more Informations.)

12

The Flatness values show the flatness of the Normal at the Distance set (regular for close-up, Distance 1 and 2 for the distance-based UV Scaling if enabled.) 1 = fully flat and -1 equals 2x stronger, etc.

13

If checked uses an ORM map instead of sperate roughness maps. The grayscale adjustements below each map are available regardless.

14

If checked, does not sample a map for O/R/M but a value.

15

ORM Indiviual Adjustements & Maps.

16

If enabled, displaces the terrain and its option. See Adding Displacement for more informations.

17

If ticked, will use the last channel of the ORM Map as displacement. Useful for Megascans wich sometimes come in the Occlusion-Roughness-Displacement texture format.

HIGHLY RECOMMENDED to set Metalness as a uniform value.

It is present if need be but affects the shader complexity and is not cacheable !

Using a metalness map will need the processing of the affected sub-layer to be done even if it's cached !

Changing Textures

Just click on the thumbnail to open the texture picker.

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