🎬 Filters & Noise

These screenshots will be taken in LOOKDEV View and normal to more easily show them.

The images are shown on UE4 with the 2.0 version of the plugin, but it works the same under UE5 and PANORA|make 3.0.

The +/x/- buttons are explained in the next Blending Filters & Linking Masks section.

🎬 Noise

The Break UV Tiling affects the mask to give a more interesting result.

The options are the same as on the Materials or the Master Surfaces Shaders.

The directional filter acts as if a directional light was projected on the terrain and this light is what defined the mask.

🎬 Slope

Advanced Mode

The advanced mode renders the slope using the angle of the terrain.

It's an heavier method but allows for settings min/max angles.

"Filter Using Normal" Option

This options uses a Normalmap to alter the filter.

The strength and UV scale of the normal used can be set and changed.

The map used can be changed in the Global Settings.

NOTE : The altered filter won't be used with Displacement ! These maps are sampled using the non-filtered normals so use with caution if you are using displacement !

🎬 Height-Based

The Height-Based has options to help with breaking the uniformity of the mask, as it only caps at a certain point. So multiple steps can be used and edited with a Noise.

The Medium Level Offset the mask, adding a second level of masking starting from the original value. The Lowest does the same thing starting fro the end of the Medium level.

This is useful for using a Mask map for both level, to blend maps together to have an impression of "organicness" for this mask.

The "Pick from selected" button sets the height from the Z coordinate of the selected actor.

Splatmap

If you are using an external software like GAEA, World Machine, World Creator, or any other software to make your landscape, you can also import the Splatmap created alongside your landscape into PANORA|make, as a Mask.

Last updated