Terrains and Landscapes in Un real Engine 419
or 7 would actually multiply our original texture UV coordinates by this larger
number and would be suitable for this situation .
However, we are not done yet! Applying a tiling scale fixed the issue of visual
look of our landscape from far away. Looking c losely at the landscape reveals
another issue with our material that was yet to be addressed.
Lookin g closer, we noticed that the textures look like paint. There was not
any depth to the materia ls on our landscape. It looks as if someb ody just took
a bucket of pa int and painted those flat textures on the landscape. We fixed this
issue with the use of Normal Ma ps n ext.
SETTING UP NORMAL CHANNEL
The most impo rtant thing to keep in mind, when setting up our n etwork for the
normal channel of our landscap e materia l, is to use a similar layer blen ding me ch-
anism. For this reaso n, we duplicated the three Layer Blend expressions for the
GravelLayer, G rassLayer and SnowL ayer material layers to apply to our ma-
terial’s n ormal channel.
Once the duplicate Layer Weight expressions were created, we created two
Texture Sample expressions to host our normal maps. The Gr avel Normal
Texture expression was given the T_Ground_Grav el_N and the Grass Normal
Texture exp ression was filled w ith the T_G round_Grass_N. Notice the suffix
_N for these texture maps in the Content Browser . Although technically it does
not do anything, the artists named the textures with _N to help us notice their
functions.
Now, let us take a look at the network setup. If you check out the normal
channel’s network in Figure 7.21 you will see that we applied the RGBA output
of the Gravel Normal Texture to the Layer channels of both the GravelLayer
and the SnowLayer. By doing this, we basically a pplied the same depth (via
normal maps) to the snow and gr avel.
This will give us the option of having gravel (with the gravel colo r and depth
patterns) or snow (with the snow color but with gravel depth pattern). So for
those areas that are snowy, it will loo k as though the snow is covering the gravels
underneath. The case for the grass normal was easily done. We just applied the
RGBA output channel of th e grass normal map to th e Layer input chan nel of its
layer.
FINAL TOUCHES TO THE LANDSCAPE MATERIAL
So far our material looks pretty good, and has some depth to it when applied
to the landscape . However, some parts of the landscape look too glossy for the
type of material applied. For example, the grass and parts of the sand (gravel)
look like plastic. The problem is that the roughness channel of our material is
left unconnected.
In UE4, the new material system is modeled after physically based materials.
To represent d ifferent kinds of materials efficiently, UE4 materials make use of
specialized channels such as Metallic and Roughness. The Roughness chan-