Search public documentation:
- Terrain Advanced Textures
- Terrain Texturing Caveats
- Designing Materials for Instancing
- Material Expression Building-Blocks
- Complex Material Design Notes
- Detail Textures: Adding near-distance detail
- NormalMap Textures: Adding bump detail
- Multi-UV Mixing: Reducing tiling through scalar mixing
- Random Tiling Masks: Randomize the texture mapping to reduce tiling
- Macro Textures: Blending textures for variety
- Super Masks: Increasing terrain detail beyond the vertex level
- Texture Packing: Implementing large texture tile sets
- 1:1 Overlays: Tiling multiple high-resolution textures across the terrain
Terrain texturing is an enormous subject with a wide variety of methods and solutions. This tutorial will cover a few methods available in Unreal Engine 3 for managing common video game terrain texturing issues, along with methods of improving the quality of terrain texturing and increasing detail. This tutorial is divided into sections of increasing complexity that show solutions for various texturing issues. NOTE: This is an advanced tutorial and assumes that you are familiar with the following:
- creating and editing digital images using software such as Adobe PhotoShop
- creating and editing image color channels (RGB) and alpha channel
- what color and grayscale images are and their differences and uses
- importing Textures and setting Texture properties
- material basics
- creating and using Materials and the Material Editor
- terrain design - TerrainMaterials and TerrainLayerSetups
- using terrain and setting up terrain
- using the Terrain Edit dialog
There are a number of technical and artistic issues that plague level designers when attempting to create a realistic visual representation of a geological terrain style.
The Unreal Engine Material system supports a feature called Material Instancing. This essentially allows for new Materials that are based on a variation of a Parent Material. The Parent Material includes one or more of the Parameter style Expressions, which are exposed on the Material Instance allowing a subset modification of the Parent Material properties without the overhead of another separate Material. Instanced Materials do not require an expensive recompile of the Material. A simple example would be a Parent Material and a Material Instance that provided a second material of a different color. There would be no reason to create two individual Materials when you could simply expose a parameter on the Parent that allowed for changing the RGB hue on any Instanced copy of it. Using Material Instancing and the Parameter Expressions, one Parent Material can have multiple Instances with various colors, opacities, blends, etc. The most common Parameter style Expressions that are used in Materials includes the ScalarParameter and VectorParameter Expressions. The ScalarParameter Expression is similar to the Constant Expression as it has a single floating point value, and the VectorParameter Expression is similar to the Constant4Vector Expression as it has four floating point values, ARGB. Each Parameter style Expression has a "ParameterName" property that allows specifying a name for the parameter that is seen in any Instance of the Material. You would commonly use a descriptive name such as "DiffuseColor" or "BlendAmount". Note that each Material name and Parameter name must be unique when using Material Instances, otherwise when the final material for a terrain component is compiled, the resulting rendered material may be incorrect. Using the same name for more than one Parameter will for example cause the compiled material to use the first occurence of that specific name for all identical named instances.
Many of the complex material systems we will be designing for the terrain are using a series of common "building blocks" for each terrain layer texture. So first we will examine and describe the functionality of these material sections.
|TX_TextureName_DO||diffuse texture with opacity in alpha channel|
|TX_TextureName_DS||diffuse texture with specular in alpha channel|
|TLS_SetupName||terrain layer setup|
|TX_Detail[name]||detail texture 8-bit grayscale or packed bitplanes||eg. TX_DetailRock1|
|TX_Macro[name]||macro texture 8-bit grayscale or packed bitplanes||eg. TX_MacroDirt|
|TX_Mask[name]||mask texture 8-bit grayscale or packed bitplanes||eg. TX_MaskRandom|
|PixelShader1xMaxValue||Range of values that can be stored in registers is [-PixelShader1xMaxValue, PixelShader1xMaxValue]. This affects versions ps_1_1 to ps_1_4 only.|
|MaxSimultaneousTextures||For the fixed function pipeline, the number of texture samplers is MaxTextureBlendStages divided by MaxSimultaneousTextures. The number of texture samplers for a pixel shader is shown in the next table.|
|PixelShaderVersion||Version of pixel shader supported by the hardware. Pixel shaders with version numbers equal to or less than this value are supported.|
|Pixel Shader Version||Number of Texture Samplers|
|ps_1_1 to ps_1_3||4 texture samplers|
|ps_1_4||6 texture samplers|
|ps_2_0 to ps_3_0||16 texture samplers|
|Fixed function pixel shader||MaxTextureBlendStages/MaxSimultaneousTextures texture samplers|
- three lightmap Texture Samplers
- six texture layer Texture Samplers
- two weight map Texture Samplers, one using all four bitplanes, one using only two bitplanes
- remove unnecessary detail textures
- combine multiple grayscale detail textures into the bitplanes of a single ARGB texture
- remove unnecessary normalmap textures
- remove one or more diffuse texture layers
- reduce the total number of discrete diffuse textures by re-using one or more diffuse textures for multiple layers, such as using only one sand texture but use Material Expressions to provide any additional coloring or brightness instead of using two discrete texture variations
- combine custom grayscale masks used for macros and alphamaps into bitplanes of a single texture
- combine multiple textures into single texture quadrants as outlined in one of the techniques below
- simplify material expression design to reduce the total instruction count
- replace some terrain detailing with staticmeshes if appropriate such as cliffs so that the overall texture count can be decreased
When applying terrain textures with larger tile scale sizes, such as TerrainMaterial.Material.MappingScale values greater than 2, the visual results may look blurry when the player can get close to the terrain area where these materials are painted. Adding a Detail texture to the Material will improve the look of the texture by introducing a tiled fine resolution detail. Detail textures are usually a seamlessly tilable 8-bit grayscale image often at a resolution of 128x128. Here are a few example Detail textures from Epic's Unreal Engine content: For this terrain example we will be adding a Detail texture to the following Rock diffuse texture that has a TerrainMaterial.Material.MappingScale value of 16, so when viewed from a near distance it is quite blurry. The selected expressions provide the Detail texture set in this Material:
- Texture Sample = the Detail texture.
- TexCoord = the tiling amount of the Detail texture with respect to the main diffuse rock texture, adjust as desired.
- ScalarParameter "Detail Brightness" = the brightness mix value for the Detail, this supports Material Instancing. This expression can be replaced with a Constant if no Instancing is going to be used.
- Multiply = the Detail Adjust multiplier used to adjust the overall brightness of the Detail in the material mix.
One of the most useful features of the Unreal Engine for adding realism to any material in a scene is NormalMaps. NormalMaps add a three-dimensionality to textures. When used on terrain textures such as rock, gravel and grass, the results are a significant increase in visual detail. NormalMap textures can be created from a number of sources. It is possible to have NormalMaps created from the diffuse texture itself by using utilities such as the NVidia Texture Tools or the ATI NormalMapGenerator. NormalMaps can also be created from 8-bit grayscale heightmap images created in most paint software using these same NVidia and ATI tools. For this terrain example we will be showing both a NormalMap and a Detail NormalMap addition to the following Sand diffuse texture and material. The standard NormalMap adds three-dimensionality at the same resolution as the diffuse texture, whereas the Detail NormalMap also adds a tiled fine resolution detail to the NormalMap. In the standard NormalMap version of the Material, a NormalMap texture is simply connected to the Normal node as a Texture Sample expression. In the Detail NormalMap version of the Material, we construct a common NormalMap mixer that is comprised of the standard NormalMap Texture Sample that has a Detail NormalMap setup added to it, as shown in the selected expressions:
- Texture Sample = the Detail NormalMap texture.
- TexCoord = the tiling amount of the Detail NormalMap texture with respect to the standard NormalMap texture, adjust as desired.
- VectorParameter "Detail NM Strength" = the strength mix value for the Detail NormalMap, this supports Material Instancing. This expression can be replaced with a Constant3Vector if no Instancing is going to be used.
- Multiply = the Detail Adjust multiplier used to adjust the overall mix of the Detail NormalMap in the material mix.
One of the low-cost methods for improving terrain textures and decreasing apparent tiling is to mix one texture at two different UV sizes. The advantage of using the same texture twice is that when compiled it requires only one Texture Sampler. So while this technique does increase the shader instructions a small amount, it does not require additional Texture Samplers which are often the resource that you may run out of first. This method works best with textures that contain mostly smaller detailing, such as dirt, grass and sand. Textures with strong detail such as cliff rock and textures that contain deep markings may not look natural using this technique. The Material is comprised of the standard diffuse texture and a second copy of that same Texture Sample with a TexCoord expression connected to its UV node that is set to increase the UV scale by a value such as two times to four times the scale. For the TexCoord expression, a value of 0.5 results in a 2x increase in scale, a value of 0.25 results in a 4x increase in scale. Note that you can also provide negative values for the TexCoord tiling in order to flip the texture and possibly reduce the overall apparent tiling of the texture even further. In this example, values of -0.25 would be used to also add a 4x size with flip to the scaled texture. A third option would be to use a 90 or 270 degree rotation of the scaled texture to help reduce visual tiling, which can be accomplished with a Rotator expression as outlined below. Brightening multipliers are added to both the standard diffuse and the scaled copy of the texture. This is to adjust the overall material brightness back to what the diffuse texture is by itself, since for example multiplying a 0.5 grey by itself results in a darker grey of 0.25 (0.5 * 0.5 = 0.25). The "Brighten Amount" Constant expressions specify the amount to brighten each Texture Sample by, with the value 4 being common. These Constant expressions could be replaced with ScalarParameter expressions if you wished to have these values exposed for any Material Instance versions. The scaled copy of the texture in this example also uses a Desaturation expression set to desaturate the texture by 25%, since in this specific example, the green grass texture becomes excessively green in color when the two green textures are multiplied together. To use a Rotator version of the scaled texture instead of simply flipping the texture, add a Rotator, a TexCoord and a Constant expression in place of the single TexCoord expression that is connected to the Texture Sample's UVs input node. Set the Rotator.CenterX and .CenterY properties to 0.5 which is the center of the texture (50%), and set the Rotator.Speed to 1.0. Set the TexCoord.UTiling and .VTiling to the desired scale size, 0.5 for 2x and 0.25 for 4x, etc. The value of the Constant expression now determines the amount of fixed rotation of the texture. With a Rotator.Speed value of 1.0, the Constant value for a complete 360 degree rotation is 2*pi or approximately 6.28318. So a 90 degree rotation is 1.570795, a 180 degree rotation is 3.14159, and a 270 degree rotation is 4.712385. Note: the Rotator.Speed determines the range of the Constant for texture rotation. A Speed of 2.0 results in a 0 to 360 degree rotation with Constant values of 0.0 to pi (3.14159). A Speed of 0.5 results in a 0 to 360 degree rotation with Constant values of 0.0 to 4*pi (12.56636). As you can see in the example screenshots, the tiling of the grass texture is very apparent in the first image. Mixing the texture back onto itself at a 4x scale reduces the tiling and also makes the material more visually pleasing at both far and near camera distances.
This method reduces the unwanted repetitive visual tiling on styles of textures where using multiple overlayed UV scales is not an option. This works best on textures that are more consistent in color such as sand and dirt, and especially those textures that are man-made tile textures such as concrete slabs or metal plating. The one limitation to this technique is that the texture must be properly seamless on all sides. The Material uses the source texture twice, reducing the number of Texture Samplers required. The first source TextureSample is used normally, the second source TextureSample uses a Rotator setup to rotate that TextureSample by 90, 180 or 270 degrees. The next requirement for this Material setup is a Mask texture that contains a random spray of white pixels on a black background. The white and black pixel values will be used in the Material to determine whether the normal or rotated version of the source texture is used as the texture is rendered across the surface of the terrain. The Mask texture should be a 64x64 8-bit grayscale or 24-bit color image, and when importing, its properties should be set to CompressionNoAlpha = true and Compression Settings = TC_Default or TC_Grayscale. After the Mask texture is imported, edit the texture's properties in the Texture Viewer and set the property for Filter = TF_Nearest. If the filter is not set to this value, the texture will be blurred and the Material will not work as required. The first source TextureSample is used normally. For the second source TextureSample, set the Rotator.CenterX and .CenterY properties to 0.5 which is the center of the texture (50%), and set the Rotator.Speed to 1.0. Set the TexCoord.UTiling and .VTiling both to 1.0. The value of the Constant expression now determines the amount of fixed rotation of the texture. With a Rotator.Speed value of 1.0, the Constant value for a complete 360 degree rotation is 2*pi or approximately 6.28318. So a 90 degree rotation is 1.570795, a 180 degree rotation is 3.14159, and a 270 degree rotation is 4.712385. The TexCoord expression connected to the UVs input on the Mask TextureSample should be set to 1/texture_size, which in this case is 1/64 or 0.015625. You could also use a 16x16 (1/16 = 0.0625) or 32x32 (1/32 = 0.03125) Mask texture if you preferred. The reason why we don't use a 128x128 texture is because 1/128 = 0.0078125 and the Unreal Engine expressions only support six decimal places, so the TexCoord for a 1/128 value would be rounded up to 0.007813 which may cause visual displacement anomalies. The LinearInterpolate (Lerp) expression in the Material switches its A:B input dependant on the value of the Alpha input. By using a random pixel Mask on the Alpha input, we cause the Lerp to choose the normal or rotated source texture version depending on whether the pixel is white or black. You can also use this functionality to create a Material overlay that has a specific pattern of normal and rotated depending on the design of white versus black pixels drawn in the Mask texture. As shown in the before and after screenshots, the dirt texture contains a visible tiling line which is randomly rotated to make the line less apparent.
The Macro Texture system reduces visual tiling of materials and also increases the texture variety across the terrain by blending between two textures according to a Macro mask. The main requirements of the macro setup are two source textures that blend well together, such as grass and dirt or dirt and rock, and a seamlessly tilable grayscale texture used as the macro blend mask. The macro blend mask can be any texture size from 128x128 to 1024x1024, depending on the allocated resource size available for the project, and the amount of desired variety across the terrain area that is being blended. The macro blend mask texture is an 8-bit grayscale image that is created in any paint software, where the full 8-bits of depth are preferably used. It may be imported into UnrealEd as either a DXT1 or a G8 8-bit grayscale. Keep in mind that up to four macro masks can be combined into a single texture using the bitplane packing technique described previously in this tutorial, saving on precious texture samplers, but with the limitation of only a single TexCoord Macro Size. This example material will be using the macro texture shown here, but any seamless pattern can be used. Keep in mind that the pattern that you use may become visible from great heights above the terrain, so the more random the mask pattern is, the better. The macro material is relatively simple, consisting of the two source TextureSamples and the Macro setup expressions, currently selected in the material screenshot below. The Macro setup is connected to the Alpha input node of a LinearInterpolate expression, so that the grayscale value of 0 to 255 in the macro texture determines the blend amount to render between the two source textures. In the Macro setup itself, the following expressions are used:
- TextureSample = contains the macro texture.
- TexCoord = determines the size of the macro as it relates to the terrain. The blend tiling can range from a small area to a large area across the terrain. This is usually set to a value such as 0.25 (4x) or 0.125 (8x) or a smaller value.
- Multiply and its Constant = the "Macro Mix Level" allows for fine-tuning of the blend level of the grayscale macro texture by adjusting its gray values higher or lower. The Constant expression can be replaced by a ScalarParameter expression if you wish to use this Material with Instancing.
- Clamp and its Constant = clamps the macro output level to be values between 0.0 and 1.0 only. Allowing values greater than 1.0 tend to wash out the material on the terrain.
The current terrain layer painting system is limited to the resolution of the terrain mesh vertices. The number of terrain mesh vertices is the same as the underlying terrain heightmap, so each layer weightmap is therefore the same resolution as the heightmap. In other words, a 256x256 patch terrain which contains an underlying 257x257 heightmap allows for a layer painting resolution of 257x257 discreet blending pixels. While this is fine for the majority of terrain layer painting detail, there are instances where a finer degree of texturing may be desired. Note that a weightmap is often also referred to as an alphamap. It provides a similar functionality within the terrain layer blending system as an alpha channel in a 32-bit image or a paint application such as PhotoShop. If we examine the details and implications of the current terrain system further, a single full intensity blend on a vertex will result in a diamond-weighted rectangular pattern at the painted vertex as shown in the image below. This is the image of a terrain layer setup which is a white texture layer painted onto a gray texture layer with the terrain vertices super-imposed over it. The painted vertex has a weightmap value of 255 while all of the surrounding vertices have weightmap values of 0. Where this starts to have limitations is in the actual resolution of the layer textures that are painted. The minimum painted width of the layer texture is 2 x DrawScale3D.X,.Y, since as seen in the image below, the texture blends out from the vertex over a 2x2 patch area. So in the case of a terrain with a DrawScale3D.X,.Y of 256 [Unreal Units], this results in the minimum painted width of the layer texture as 10.24 meters (2 x 5.12m) or 33.6 feet (2 x 16.8ft) at the default engine scale of 1 Unreal Unit = 2 centimeters. To put this into perspective and scale, many common two lane highways are constructed of two 3.5 meter lanes plus additional shoulder width. So in comparison, a single painted vertex on a 256 DrawScale terrain is approximately the same width as a two lane highway. This is often too wide for terrain layer detailing such as foot-paths, ditches, creeks, etc. Choosing to solve this layer weightmap size issue by decreasing the terrain DrawScale3D may result in a terrain that is too dense and impacts the framerate due to the greater number of patches being rendered in the frustum. If we examine the weightmap texture file for a complete painted terrain, we would see something similar to this example of a 256x256 terrain and its 256x256 weightmap for the cliffs (those patches that have a slope between approximately 30 and 90 degrees). Compare the resolution of this with the resolution of the example Super Mask texture just below it on the page. Note that this single high resolution Super Mask has been reduced from 1024x1024 to 880x880 to fit on this page Modern 3D video adapters support texture resolutions of up to 8192x8192, which is a total of 1024 (32x32) times the possible detail of a 256x256 weightmap in the current terrain system. As an example, an 8192 Super Mask compared to a standard 256x256 terrain would result in an increase in layer texturing detail from 10.24 meters down to 0.32 meters (from 33.6 feet down to 1.05 feet). It is often too expensive for resource use and more difficult to work with files of this high resolution, so often it is easier to work with 1024x1024 or 2048x2048 Super Masks. This still provides a higher level of detail than most terrain setups, with a 1024x1024 Super Mask resulting in 64 times greater detail than a 128x128 terrain as an example. Super Masks are simply high resolution 8-bit grayscale textures that define where a specific texture layer is to be rendered. This is very similar to alpha channel and opacity masks. The Super Mask files can be hand-painted by an artist with good PhotoShop skills, or created algorithmically through a number of methods using various software applications. For this example terrain, three high resolution 1024x1024 masks were created algorithmically for three distinct geological sections of the terrain, these being the rocky ridges, the erosion indentations, and the beach surrounding the water area. When packed into the bitplanes of a single RGB 24-bit texture, these three masks look like the image below. This texture was then imported into UnrealEd as a standard CompressionNoAlpha DXT1. Note that the image below is a reduced 512x512 version of the actual texture so that it will easily fit onto this web page. Once the Super Mask texture has been created and imported into UnrealEd, the Material setup required to use this is relatively simple, since each block of expressions for each Super Mask bitplane is essentially identical. As seen in the Material image below:
- A LinearInterpolate expression blends the Base and Ridge textures based on the R bitplane of the Super Mask.
- A LinearInterpolate expression blends in the Erosion texture based on the G bitplane of the Super Mask.
- A LinearInterpolate expression blends in the Beach texture based on the B bitplane of the Super Mask.
- The TexCoord expressions connected to the UVs input nodes of the TextureSamples specifies the tiling amount similar to the UTiling,VTiling properties of a TerrainMaterial object.
When more textures are required than the number of available texture samplers, it is possible to pack multiple sub-textures into a larger tiled texture. Using creative material expressions it is then possible to "extract" each individual texture from the tile for individual layer use. The tradeoff when implementing texture tiles is the performance hit and material complexity. In comparison, four discrete textures have their overhead for texture selection, whereas the texture tile has required sub-texture selection in the pixel shader which has overhead for texture coordinate transformations into the large tiled texture. There is also the extra art time required to modify the source textures in the tile so that they include possible edge padding. The main advantage is four (or more) textures can be packed into one texture, decreasing the texture sampler usage and allowing for more terrain texture layers. Note that due to this technique usually resulting in small texture seams appearing at various locations across the terrain, it should be used only if the game design allows. For terrains where the player or camera are close to the surface this issue may be too visible for use, unless meshes or foliage are used to cover the seams. Each discrete texture in the tile should be well matched, or it should have edge padding to prevent any issues with coordinate error bleeding. If this is not accounted for and corrected, there may be visible thin tiling lines along the edges of each sub-texture when rendered on the terrain. The best methods to counter this issue are to either use similar textures in each tile, such as four tarmac variations (eg. basic pavement, pavement with two solid lines, pavement with one solid and one dashed line, and pavement with two dashed line), or to edit the textures so that they have at least one pixel of edge padding. For example, a 1024x1024 texture would be edge-padded by duplicating the single pixel edge back outward after resizing it to 1022x1022. When edge-padding is being used, it is necessary to tweak the Constant2Vector values so that a slightly smaller-than-1024 sub-texture area is extracted. This usually means that the StartX,Y will be slightly larger in value and the EndX,Y will be slightly less in value. The amount of adjustment will also vary by the TexCoord tiling amount, so no "magic number" tweak values are provided here. It is by far easier to simply use better matching sub-textures than to spend the time trying to remove strong bleeding lines that are occuring between vastly different sub-textures. In this example texture tile there are four 1024x1024 textures packed into a single 2048x2048 2x2 tile image. This allows for layering rock, dirt, grass and moss onto the terrain using only one texture. The imported quadrant texture looks like this. Be sure to specify the appropriate LODGroup that allows support for the larger 2048x2048 texture size to prevent lower mip levels being used by default. In this example terrain setup, the quadrant texture will be utilized in four discrete Materials, one for each tile. It is also possible to use the texture tile setup along with other terrain layering methods such as Super Masks to combine the entire terrain layer setup into a single Material system. These are the four Materials: If we examine the expressions used in each Material, we find that they are all essentially the same setup with only a few expression value differences to set the sub-texture U/VTiling amount and to specify which sub-texture tile to extract. Note that the layer material tiling for the terrain is set by the TextureCoordinate in these Materials and not by the TerrainMaterial.MappingScale property.
- TexCoord: specifies the UTiling and VTiling amount of the texture. Common values may be 4, 8, or 16.
- Frac: repeats the fractional part as specified by the TexCoord so that the coordinates are tiled by the sub-texture only.
- Constant2Vector: specifies the EndX,Y coordinate of the extracted tile, for a 2x2 tile this should be 1/2 or 0.5.
- Constant2Vector: specifies the StartX,Y coordinate of the extracted tile, for a 2x2 tile this will be 0.0 or 0.5 depending on the tile to extract.
- TextureSample: specifies the texture tile.
The TerrainMaterial.MappingScale must be set to the size of the terrain in patches, eg. 256 for a 256x256 terrain. This results in a 1:1 mapping for the TerrainMaterial. In this example, the TerrainLayerSetup is using four procedural entries for the four TerrainMaterials, and the Height and Slope properties are set so that the results are various cliff and flatland layer varieties. The final terrain looks like this:
Current video hardware and next-gen game engines support larger texture resolutions such as 2048, 4096 and 8192. This feature support can be utilized along with the increase in availability and quality of satellite DEMs (Digital Elevation Models) and hi-resolution aerial color photos. By combining a DEM heightmap with one or more aerial color photos, a realistic terrain system can be created with detailing that can exceed that of the built-in TerrainLayerSetup procedural Height and Slope system. Using one or more high-resolution aerial color photos can also provide a wider texture variety than simply using four or five discrete textures such as rocks, dirts and grasses. If the available DEM heightmap and aerial photo is only at 10 or 15 meter or lower spatial resolution, this will still work well for the surrounding terrain such as mountains around the play area. A two-terrain setup with a lower resolution terrain around the perimeter and a higher resolution terrain in the play area can be constructed to utilize this overlay texturing feature. Since each individual terrain actor is only using one 1:1 overlay texture, there is no chance of running out of Texture Samplers, and the resulting terrain rendering is usually faster than a multi-texture weightmap-driven layer setup. A medium-resolution DEM heightmap data set for a portion of San Francisco was constructed using in-house software, resampled down to 513x513, and then converted to Unreal G16 format. The 513x513 heightmap results in a terrain that is 512x512 patches. A high-resolution 17254x15490 aerial color photo was sourced from an online service. This was then loaded into a standard paint application and cropped to the same location as the DEM heightmap area. The cropped texture was then resampled to a proper valid power-of-two size for use in UnrealEd, 2048x2048 in this case. When importing high-resolution textures, be sure to choose the appropriate LODGroup so that the maximum texture mip size is supported. Original photo copyright Geosage.com A basic Material was created for the texture. The TextureSample is connected to the Diffuse node. A basic TerrainMaterial was created, and the Material assigned to it. The TerrainMaterial.MappingScale must be set to the size of the terrain in patches, eg. 512 for a 512x512 terrain in our example. This results in a 1:1 mapping for the TerrainMaterial. A basic TerrainLayerSetup was created, and the TerrainMaterial assigned to it. The TerrainLayerSetup is then assigned to the Terrain actor. This example terrain is located at the San Francisco harbor looking inland towards the mountains. Terrain Edit dialog. One trick to keep in mind is that you can use a high-resolution DEM heightmap as the source for a 1:1 Normal Map to improve the visual detail of the terrain. For example, if the source DEM data was 2048x2048 with a final in-game terrain of 256x256, the source DEM can be converted to a 2048x2048 Normal Map texture and used in a 1:1 overlay on the terrain resulting in a visual increase in terrain resolution detail. A high-resolution satellite image of the same area as the heightmap data is then used for an overlay texture. In this example, a 15 meter image set is used to provide a 13,000x13,000 texture, which is resampled to 8192x8192 and then split into quadrant textures of 4096x4096 each. Each quadrant texture should have a one-or-more-pixel strip copied from the two inside edges to the two outside edges to remove any seam lines across the terrain. The 8192x8192 texture could be used as a single Texture Sample in the Material, but that would restrict the terrain to only the newer generation of video adapters. By using 4096 textures we increase the video hardware support. In a similar fashion to creating a Normal Map texture from a high resolution DEM, it is also possible to derive a Normal Map from the high resolution version of the satellite image itself assuming that the image is clear with a light source that is relatively perpendicular to the terrain. The four 4096x4096 textures are then imported into UnrealEd. They are set to CompressionNoAlpha and a LODGroup that supports 4096 size textures. A quadrant mask texture is then created in paint software that is a 2x2 texture with three black pixels and one white pixel. This is used for masking to determine where each of the source quadrant textures will be rendered on the terrain. A white pixel determines that the texture is rendered at that location. If a larger tiling system was to be implemented, such as a 3x3 or 4x4 tiling, then this mask would be created as required. The texture will import as uncompressed since it is only 2x2 and no compression is required. In this screenshot the texture is zoomed to a larger size for clarity.
The actual Material is a simple set of TextureSamples that have a TexCoord connected to the UVs node to supply the required 2x2 tiling. The quadrant mask is then used as the Alpha input to set which quadrant each TextureSample is rendered onto through the LinearInterpolate expressions. The TexCoords connected to the UVs nodes on the quadrant masks are used to flip the texture appropriately so that the white pixel is in the desired quadrant location. A TerrainMaterial is then created. Its property for Material.MappingScale is set to the size of the terrain in patches, 512 in this example. The Material is assigned to the Material.Material property. A TerrainLayerSetup is created. One entry is added to its array, and the TerrainMaterial is assigned to the Materials.Material property. The TerrainLayerSetup is then assigned to the Layers array in the Terrain actor. This example terrain is of the Hawaiian island Kauai. The heightmap is 513x513, the tile overlay material is four 4096x4096 textures, the normal map is 4096x4096 derived from the 8192x8192 source overlay texture.