PANORA|make 4.0 Docs
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  • Introduction
    • Licenses Differences
    • 🎬 Installation
  • 🎬 Starting a new Instance
  • Interface Overview
    • 🎬 Builder Interface
      • Building Materials
      • Building Masks
        • 🎬 Filters & Noise
        • 🎬 Blending Filters & Linking Masks
        • Manual Sub-Layer Drawing
      • 🎬 Using Effects
      • 🎬Building Grass, Physical Materials & Adjustements
      • Global Features & Settings
      • 🎬 LOOKDEV View
      • Console Area
    • Builder Settings
    • Exporting/Importing Presets & Materials
    • 🎬 sRGB/RAW/Normal Color Space management
  • Setting Up Instance
    • Biomes Workflow
    • Adding Displacement
    • Making Holes in the Landscape
    • 🎬 Landscape Caching for better Performance
    • Using a Satellite Material
    • Using a Fresnel effect on the Instance
  • SCALABILITY AND CROSS-PLATFORM DEVELOPMENT
    • Performance Tips
    • Scalability Options
    • Unified Cross-Platform Development
      • ES3.1 Limitations Breakdown & Best Pratices
      • All Switches & Features for ES3.1
      • Samplers Cost Table
  • Current state
    • Frequently Asked Questions - Solving Issues
    • Known issues
    • Changelog & Releases
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On this page
  • 🎬Applying Grass meshes to a Sub-Layer
  • Applying the same grass type to multiple Sub-Layers
  • Grass Adjustements
  • 🎬Grass-Only Mode
  • 🎬Passthrough Mode
  • 🎬Breaking Uniformity with Noise
  1. Interface Overview
  2. 🎬 Builder Interface

🎬Building Grass, Physical Materials & Adjustements

Previous🎬 Using EffectsNextGlobal Features & Settings

Last updated 4 months ago

Editing the Master material is required to use Physical Materials and Grass. Click the MASTER button at the bottom of the interface to open the Master.

In this example, the grass is on the Base Layer, the Dirt on the Sub-Layer 1 and rocks on the Sub-Layer 2.

Here you'll find all your layers as well as the Grass and Landscape Physical Material Outputs.

To use them, simply add your grass types/physical materials, plug your desired Sub-layers, save and that's it!

Applying the same grass type to multiple Sub-Layers

Simply add the desired layers together before plugging in to the nodes.

If you want to remove all grass values form a specific area, you can paint as Non-Weight Blended the ERASE-GRASS layer.

Grass Adjustements

The Grass tab allows to tweak the Grass Map Values associated with the Sub-Layer.

The examples below, shown in LOOKDEV View, shows how the Grass Adjustements affect the rendering of the Grass and a few tips.

The flower are applied with the Sub-Layer 2.

As the Sub-Layer 2 is only used for applying the flowers, its material does not need to be rendered.

If a Sub-Layer does need to render the Material, the Grass Only toggle can be enabled.

If enabled, the Sub-Layer will render its Grass Meshes on top of the previous ones.

This can be especially useful for applying flowers on top of the grass, instead of just replacing it.

The second Sub-Layer is made using a Splatmap multiplied with the Noise forming the grass of the Sub-Layer 1 (Noise of the SBL 2 Linked to the Noise of the SBL that initally applied the grass.)

Grass Map Adjustements

The Contrast and Force Settings in the Grass Adustement Tab affect how close to the mask map the grass will be applied. Setting a Negative Contrast value will invert the Grass Map.

Contrast

Force

🎬Grass-Only Mode
🎬Passthrough Mode
🎬Breaking Uniformity with Noise
Please see this Unreal Documentation link if you don't know how to use the Grass node. The Landscape Physical Material Output works in the same way.
🎬Applying Grass meshes to a Sub-Layer
Applying grass only on the base layer
Grass type only applied on the Base Layer
Adding the Sub-Layer 2 and the Base Layer to the nodes.
Grass on the base layer + Sub-Layer 2
When toggled, the Grass Only mode does not render the Material.
Grass-Only Mode Disabled. Notice the Black spots being the material of the Sub-Layer 2.
Grass-Only Mode Enabled. The Sub-Layer 2 dosen't render its Material.
Passthrough Mode Off. Notice that the flowers REPLACE the grass instead of being on top of them.
Passthrough Mode On. Notice that the flowers are rendered ALONGSIDE the grass.
Default Contrast, Default Force
100x Contrast
Negative Contrast, inverts the Grass Map !
Default, with 0 as Contrast and 1 as Force.
Default Contrast but with 20 in Force.
Default Grass Map values, with a high density grass preset to show the map.
Grass Map, using a Noise to break the uniformity of the map.