Unreal Environment Tools

This is a collection of the various tools I have created to help me build environments with greater efficiency. This all started with an environment I started that was more complex than I originally conceived. In the process of building this project, I found myself learning how to build these complex tools to help me achieve my goals; however, it's gotten to the point where I feel like they need their own section for explanation... that and I'm proud of what I've created so far, and this gives me an excuse to share. :) Below are descriptions and breakdowns of the tools I have created to date.

This is the auto landscape material I built. I've always been curious as to how these vast open-world environments get created and this was my first real step at the beginning to comprehending how complex these environments can be.

This is the auto landscape material I built. I've always been curious as to how these vast open-world environments get created and this was my first real step at the beginning to comprehending how complex these environments can be.

For those curious, here is a video of me demoing my auto material and explaining the various controls and functions I created for my landscape material.

First I took a MatLayer Blend node and customized to have an alpha pixel, alpha vertex input, and a blended height output. This set the groundwork to have the base and top materials blend via their height and normal maps for a natural transition

First I took a MatLayer Blend node and customized to have an alpha pixel, alpha vertex input, and a blended height output. This set the groundwork to have the base and top materials blend via their height and normal maps for a natural transition

I then created the MF_angleBlend to exaggerate the blend transitions on angles. This combined with the world position smooth step node combo, isolated materials connected to this branch to the slopes.

I then created the MF_angleBlend to exaggerate the blend transitions on angles. This combined with the world position smooth step node combo, isolated materials connected to this branch to the slopes.

I used the preexisting masks from other branches to drive where to place the trees, grass, and rocks.

I used the preexisting masks from other branches to drive where to place the trees, grass, and rocks.

as a final touch, I added a detail variation function and a wetness function.

as a final touch, I added a detail variation function and a wetness function.

The wetness function uses the world position to determine where the wetness transition needs to be. This allows me to change mats that cross a specific height threshold.

The wetness function uses the world position to determine where the wetness transition needs to be. This allows me to change mats that cross a specific height threshold.

This variation function adds color changes throughout the base color to help break up texture repetition.

This variation function adds color changes throughout the base color to help break up texture repetition.

This is a spline decal Blueprint I learned to build. this along with the spline mesh BP was an eye-opening experience. I plan on using this for dirt paths or even wetness along a river.

This is a spline decal Blueprint I learned to build. this along with the spline mesh BP was an eye-opening experience. I plan on using this for dirt paths or even wetness along a river.

here's a video breakdown of my BP and the unique variables I applied to it based on my personal needs.

This section covers the building of the spline and the code that makes it stay flush to the ground. I want to use this code on the spline mesh BP I built.

This section covers the building of the spline and the code that makes it stay flush to the ground. I want to use this code on the spline mesh BP I built.

This section creates the decal offset between each placed decal, which drives the decal's position along the spline.

This section creates the decal offset between each placed decal, which drives the decal's position along the spline.

This section controls the decal rotation on the Y and Z, allowing for decal directional corrections.

This section controls the decal rotation on the Y and Z, allowing for decal directional corrections.

This controls the scale of the decal and allows for universal scaling or independent Y-Z scaling.

This controls the scale of the decal and allows for universal scaling or independent Y-Z scaling.

This is a Spline mesh BP I learned to create. This build got my gears turning when I began understanding what these BPs are capable of.

This is a Spline mesh BP I learned to create. This build got my gears turning when I began understanding what these BPs are capable of.

Here a video demoing my blueprint

This is where I discovered you could build scripts inside of scrips... My Mind was blown. XD

This is where I discovered you could build scripts inside of scrips... My Mind was blown. XD

I think it's fair to say that every artist wants to do some sort of stylized environment at one point in their career and I'm no different. I picked up lessons from the stylized station and learned how to make stylized foliage.

I think it's fair to say that every artist wants to do some sort of stylized environment at one point in their career and I'm no different. I picked up lessons from the stylized station and learned how to make stylized foliage.

Much to my surprise, the trick comes from the mesh the leaves are built from. As you can see the ones on the left provide the best results in my opinion.

Much to my surprise, the trick comes from the mesh the leaves are built from. As you can see the ones on the left provide the best results in my opinion.

Besides the actual billboard section, I'd say its the Fresnel and Emission that sells  the cartoon feel

Besides the actual billboard section, I'd say its the Fresnel and Emission that sells the cartoon feel

The billboard controls make the cards look so fluffy.

The billboard controls make the cards look so fluffy.

A little wind control never hurt.

A little wind control never hurt.

Before attempting this, I never considered using RGB masks to control where materials are placed.

Before attempting this, I never considered using RGB masks to control where materials are placed.

HONORABLE MENTION: I spent a considerable amount of time learning this program but can barely get around to using it in my projects. ^_^; Ive studied how to pack textures with it and create customer shader controls in unreal but haven't seen the need yet.

HONORABLE MENTION: I spent a considerable amount of time learning this program but can barely get around to using it in my projects. ^_^; Ive studied how to pack textures with it and create customer shader controls in unreal but haven't seen the need yet.