398 Game Development and Simulation with Unreal Technology
Landscape Layer Coords: This ex pression, shown in Figure 7.10, enables you to
generate coordinates that will be used to map materials to the landscape terrain.
TABLE 7.3: Landscape Layer Coordinates Properties
Mapping Type: Specifies th e orientation to use when mapping the ma-
terial or network to the land scape. Types include Auto, XY Plane,
XZ Plane, and YZ Plane. For example, XZ aligns the material to
the XZ plane, while Auto allows the engine to use the best plane to
map.
Custom UV Type: Specifies the UV c oordinates to map on the lands c a pe
based on the given property valu e s.
Mapping Scale: Speci fies the uniform scaling to apply to the UV coordi-
nates.
Mapping Rotation: The rotation (in degrees) to apply to the UV coordi-
nates.
Mapping Pan U: The offset in U direction to apply to the UV c oordi-
nates.
Mapping Pan V: The offset in V direction to apply to the UV coordinates.
Output: Outputs the UV coordinates to apply to the texture samples for
the la n d scape mate rial s.
Landscape Layer Switch: When a particular material network does not contribute
to a region of the landscape you can use this expression to exclude it from the
calculations of the landscape material. This will be a me chanism to optimize your
material by removing unnec essary calculations – i.e., when a particular layer’s
weight is 0.
TABLE 7.4: Landscape Layer Switch
•
Properties
Parameter Name: T h e uniqu e name to be given to the parameter.
Preview Used: If checked, will use a preview.
•
Inputs
Layer Used: The result to use when the layer specified in the ex-
pression’s properties is in use by the regio n in the landsca pe.
Layer Not Used: The result to see when the layer is not used by the
current region of the landscape and has a weight o f 0.
•
Output s
Output: Outputs on e of the Layer Used or Layer Not Used, depend-
ing on the contribution to the particular region of the landscape.