WM has produced some awesome masks for my terrain. In UDK I want to use those masks for applying materials on the terrain. Is there a tutorial available for that or is that what “UDK layers” macro is for.
If that is it I see that it only works with 2.3. I have 2.2.
If you can make mask yourself then you do not need UDK layer macro.
UDK have 2 diffrent system to handle Heightmaps.
The old Terrainsystem
The new Landscapesystem.
There is two complete diffrent technics
First you need to decide witch one of the two system You are going to use for you heightmap
Then look for tutorials specific for that system.
Thanks Hotshot, you did an excellent job of not answering even one of my questions. :shock:
Seriously though, I have created my terrain in UDK and applied a color map to it. I want to apply rock, grass, gravel materials using masks instead of hand painting.
it seems i have mixed up my words. I am also working in the UDK landscape system.
I have watched Wenda111287 tutorials on youtube.
But I don’t want to have to hand paint all of the materials on the landscape. I would like to use the same masks that were created in his tutorial here:
I would like to apply my ground materials using these masks. It seems very logical and straight forward, but I cant figure out how to do it.
PS. if you havnt seen these tutorials definitely check them out , they are incredibly detailed and helpful.
First Landscapesystem can only support this sizes
4033x4033
2017x2017
1009x1009
509x509
505x505
255x255
253x253
127x127
The Heightmap AND the maskmaps must to be in this sizes, not power of 2…
The maskmaps must be saved in a 8-Bit RAW format
When you are done with that you need to make a Material for the Heightmap
This is a simpel material
2 layers, Snow and Rock (In your case rock, grass, gravel )
Then import Heightmap and apply the Material to the Heightmap (In the Landscape prop)
In the Landscapesystem create the 2 layers from theMaterial (Snow and Rock). (In your case rock, grass, gravel )
Then import you Maskmaps you are done…you might need to press the circular arrow.
Thank you Hotshot for the detailed explanation. I will try those techniques out soon. In my reading and viewing I found I could also use a LERP and a mask to control what is visible on the ground. I have alot of work to do.
The Hieghtmap output from WM must be
4033x4033
2017x2017
1009x1009
509x509
505x505
255x255
253x253
127x127
To use Lerp you need to import the Mask as a texture.
To do that, the mask must be in power of 2 (6464, 512512, 10241024, 20482048)
You can now see that the highmap and texture will not match up.
So you then need to rescale the mask from WM to power of 2 (using GIMP). Then you can import it in to UDK
UNFORTUNETLY
It will not look good when hightmap is 10091009 and the mask is 10241024