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06_ UE4 advanced_ Set up a large map using the terrain tool
2022-07-26 00:06:00 【Ruthless reading machine】
Select the terrain in the mode .


The large grid consumes cpu resources , Small grid consumption GPU

This is a relatively balanced configuration strategy .

Click create custom terrain .

We can import the terrain from the file .



Generated effect

Now the house is hanging in midair , We can pull the map up .

It can also be set directly z Axis data , Finally, the house landed directly .
In order to save resources , From the perspective of lattice .

Choose this mountain
find LOD Distribution , from 3 Transfer to 1

We saw the mountain lattice in the distance getting bigger .( The higher the value, the clearer the mountain in the distance )( In fact, I started from 3 It's on 2.5)

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Next, write materials for the mountain : Dynamic materials with different materials can be automatically added to the mountain .
Create folder

Import our material map


Select this picture , Then create a material

This material is created
Get into

Drag in the other two pictures

attachment

Click Save to create our material
Then the material on the map .

I feel like laughing
next step , We modify this material scalar, To change the density of the material spread . Open material


The initial value of the constant is set to 0.1

Create material instances

Assign material instances to the map

Modify the parameter of the instance to 0.01

effect
There is a problem with the current map, which is to repeat the map

We are in our own materials , Find a material , I'm looking for this
Find this function module , Copy it into the material we created

You will now 34 The picture of No. 1 stone is also put in our material


Then put it in the corresponding position

Use linear insertion nodes to mix pictures of two stones .

Alpha The parameter is the degree of mixing .

Put the noise picture into the material .

Start mixing pictures



Connect to the display board

take scalar Connected to the stone picture uv On .

Create a new variable , To control noise uv

Material re instantiation , Set parameters

effect

Add vertex normals vertexnormalws, Pixel normal node pixelnormalws.

Add a combined mask node
Only keep B passageway

Ellipsis steps


Modify two places
Material instantiation , Set parameters

effect
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