Blueprints:

Main Terrain Generator blueprint.

Vertex Count

8×8 Base Grid: 81 vertices.

128×128 Subdivided grid: 16384 vertices

Materials

1 Auto-Landscape Material

24 Material Instances

1 Cross Section Material

1 Water Material

Landscape Material features:

8 material layers:

5 main layers for different elevations

1 for bedrock or background

1 for cliffs with World-Aligned Textures

1 for masking with a custom texture

Each layer uses 3 textures: BaseColor, Roughness and Normal

Height masking, Slope masking and Edge Noise

Distance Blend textures (except for Cliff layer.)

Micro and Macro Tiling variation

Controls for opacity and color of the grid texture

Textures (2048×2048)

8 Sets of tileable textures – BaseColor, Normal, Rough, AO

2 Grid textures (Square and triangles)

Collisions

Yes, automatically generated.

Demo Levels

Terrain Examples

Geographic Elements

Workflow Example

Giant Terrain Example

Prop Placing Demo

Meshes

3 Lowpoly prop meshes (House and trees).

10 area reference meshes.

LODs: NO

Lightmaps: NO

Supported Platforms: Windows, Mac.

蓝图:

主地形生成器蓝图。

顶点计数

8×8基础网格:81个顶点。

128×128细分网格:16384个顶点

资料

1自动景观材料

24个材质实例

1截面材料

1水材料

景观材质特征:

8个材料层:

不同海拔高度的5个主要层

1用于基岩或背景

1适用于具有世界对齐纹理的悬崖

1用于使用自定义纹理进行遮罩

每个图层使用3个纹理:BaseColor,Roughness和Normal

高度掩蔽、斜坡掩蔽和边缘噪声

距离混合纹理(悬崖层除外。)

微观和宏观平铺变化

网格纹理的不透明度和颜色的控件

纹理(2048×2048)

8组可倾斜纹理-底色、普通、粗糙、AO

2网格纹理(正方形和三角形)

碰撞

是,自动生成。

演示级别

地形示例

地理元素

工作流示例

巨型地形示例

道具放置示范

网格/网格

3Lowpoly道具网格(房屋和树木)。

10个区域参考网格。

Lod:不

Lightmaps:没有

支持的平台:Windows,Mac。

The Grid Terrain Generator is a Blueprint asset that allows you to create terrains directly in Unreal, without having to use any external software or plugins. Everything is done with the standard Blueprint nodes, which makes it extremely easy to integrate into any project. Simply drag the asset to your level, and play with the settings in the details panel to create your terrain.

With its custom functions and systems, it allows you to create a great variety of landscapes, beautiful organic coastlines, rivers, islands, mountains ranges, plateaus, canyons, and more.

 

The generator produces a square grid, with an initial resolution of 8×8 cells, that is later subdivided to add the geographic features of the terrain, up to a resolution of 128×128 cells. This unique approach provides flexibility, and allows you to quickly explore different layouts in low resolutions, before moving forward to adding details in higher resolutions. And even then, you can go back at any moment, moving back and forth between resolutions to fine tune your terrain.

 

Workflow

The workflow consists of simply dragging the blueprint asset into the viewport and design the terrain using the parameters in the details panel.

 

The Generator has a parametric design, and relies on random “seeds” to create many of its features.  While there are plenty of controls and tools to define the look of a terrain, the design process has a more exploratory approach. Meaning, for example, you can decide where a river will start, but the course of the river will be defined randomly. You can then try different “seeds” for the river shape (each seed creating a river with a new random course), and explore the alternatives until you find a river that you like.

 

This approach is great for generating multiple alternatives. Simply by changing any seed value you can create a new variation of the terrain.

 

Links:

Documentation / User guide (PDF)

Demo Video

 

Features and product highlights:

– 100% made with standard blueprint nodes. No external tools needed. (it does not use PGC, C++, or plugins).

– The innovative and unique Quadrant System allows you to quickly define the general layout of the terrain.

– Generate endless variations of a terrain just by changing any of the random seeds.

– Generate terrains with a resolution up to 128×128 tiles*.

– fully parametric system.

– The terrain has collisions, and it is walkable.

– Auto Landscape Material with 8 layers. With common functionality like slope masking, height masking, edge noise, and distance blend textures.

– The default terrain has side length of 400 meters, but you can increase this size as much as you want, even to multiple kilometers.

– Includes basic functionality for adding props.**

– You can create a Cross Section mesh on the edges of the terrain for better presentation.

– The water plane is part of the procedural mesh, and can be turned off if needed.

– The grid texture adjusts itself automatically to the subdivision of the terrain, but can also be adjusted manually to have a different tilling.

– You can convert the terrain to Static Mesh if needed.

 

Notes and limitations:

– *The blueprint is by default configured for a maximum resolution of 128×128. But it is technically possible to increase this resolution, at the expense of greater processing times. Check documentation for a detailed explanation.

– All the functionality was programmed in the Construction Script of the blueprint. There is no functionality to modify the terrain during gameplay. All interactivity and events will have to be created according to your needs.

– It is strongly recommended to modify the parameters by entering the values with the keyboard, and avoid using the parameters as sliders. This, to prevent Unreal from recalculating the terrain multiple times while you move the slider.

– The terrain is modified by changing the parameters in the details panel. It cannot be sculpted.

– **The functionality for adding props only allows one type of prop/mesh by default. For adding multiple types of props, you must extend or modify this functionality according to your needs.

– The Foliage tool doesn’t work on procedural meshes, like this terrain. However, you can convert the terrain into a Static Mesh and then use the Foliage tool on the Static Mesh.

 

Overview of functionalities:

– Creation of basic layout:

                – Quadrants Matrix

                – Coastline Shaper

– Subdivision:

                – Terrain Subdivision

– Layout variation:

                – Noises per subdivision level

                – Coast Breaking

– Creation of Geographic Elements:

                – Rivers

                – Mountains

                – Mountain Chains

– Additional Functions

                – Water Plane

                – Flatten            

                – Z Scale

                – Final Subdivision and Smooth

                – Final Noise Pass

                – Cross Section

                – Adding props

Support: madefun3d.info@gmail.com

网格地形生成器是一个蓝图资源,允许您直接在虚幻中创建地形,而无需使用任何外部软件或插件。 一切都是通过标准蓝图节点完成的,这使得它非常容易集成到任何项目中。 只需将资源拖动到您的关卡,然后使用详细信息面板中的设置即可创建地形。

凭借其自定义功能和系统,它允许您创建各种各样的景观,美丽的有机海岸线,河流,岛屿,山脉,高原,峡谷等。

 

生成器生成一个正方形网格,初始分辨率为8×8像元,稍后再细分以添加地形的地理要素,最高分辨率为128×128像元。 这种独特的方法提供了灵活性,并允许您在低分辨率下快速探索不同的布局,然后再继续以更高分辨率添加细节。 即使这样,您也可以随时返回,在分辨率之间来回移动以微调您的地形。

 

工作流程

工作流程包括简单地将蓝图资源拖到视口中,并使用细节面板中的参数设计地形。

 

该生成器具有参数化设计,并依赖于随机”种子”来创建其许多特征。  虽然有很多控件和工具来定义地形的外观,但设计过程有一个更具探索性的方法。 例如,您可以决定河流的起点,但河流的路线将随机定义。 然后,您可以为河流形状尝试不同的”种子”(每个种子创建一条带有新随机路线的河流),并探索替代方案,直到找到您喜欢的河流。

 

这种方法非常适合生成多个备选方案。 只需更改任何种子值,您就可以创建地形的新变体。

 

连结:

文档/用户指南 (PDF)

演示视频

 

功能和产品亮点:

-100%使用标准蓝图节点制作。 不需要外部工具。 (它 不会 使用PGC,C++或插件)。

-创新和独特的象限系统允许您快速定义地形的总体布局。

-只需更改任何随机种子即可生成无尽的地形变化。

-生成分辨率高达128×128瓷砖*的地形。

-完全参数化系统。

-地形有碰撞,可以步行。

-自动景观材料与8层。 具有常见的功能,如斜率掩蔽,高度掩蔽,边缘噪声和距离混合纹理。

-默认地形的边长为400米,但您可以随心所欲地增加此尺寸,甚至增加到多公里。

-包括添加道具的基本功能。**

-您可以在地形的边缘创建横截面网格,以便更好地呈现。

-水平面是程序网格的一部分,如果需要,可以关闭。

-网格纹理会根据地形的细分自动调整,但也可以手动调整以获得不同的耕耘。

-如果需要,您可以将地形转换为静态网格。

 

注意事项和限制:

-*蓝图默认配置为128×128的最大分辨率。 但在技术上可以增加该分辨率,但代价是更长的处理时间。 查看文档以获得详细的解释.

-所有功能都在蓝图的构建脚本中编程。 在游戏过程中没有修改地形的功能. 所有的交互性和事件都必须根据您的需要创建。

-强烈建议使用键盘输入值来修改参数,并避免将参数用作滑块。 这是为了防止虚幻在您移动滑块时多次重新计算地形。

-通过更改细节面板中的参数来修改地形。 它不能被雕刻。

-**添加道具的功能默认只允许一种道具/网格。 对于添加多种类型的道具,您必须根据需要扩展或修改此功能。

-植物工具不适用于程序化网格,如此地形。 但是,您可以将地形转换为静态网格体,然后在静态网格体上使用植被工具。

 

功能概述:

-创建基本布局:

                -象限矩阵

                -海岸线成形器

-细分:

                -地形细分

-布局变化:

                -每个细分级别的噪音

                -海岸突破

-创建地理元素:

                -河流

                -山脉

                -山链

-附加功能

                -水上飞机

                -展平            

                -Z刻度

                -最终细分和平滑

                -最终噪音通行证

                -横截面

                -添加道具

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