Media Project Week - 5

   

Auto Material and Improving the Terrain to Look More Realistic


For week 5 I made progress on terrain generation where I was easily able to create new tiles with unique properties of the noise with the help of the Height Curve property in Unreal Engine. 


Height curves allow you to add variation to your terrain. It works by affecting the height of the terrain based on a curve you create. The curve you create will determine the placement of mountains and planes throughout the terrain.

Created a new Noise Parameter asset to easily adjust the default values of Noise being generated. 


Then the place that I had the highest difficulty was assigning Noises to the chunk which can be represented by the below blueprint.



In my blueprint it had an issue somewhere in the connection so had a hard time figuring out the issue and what was going wrong. Then by going through all functions able to figure out where I had loose or no connection in the chains of for loops.


For future weeks need to fix the material function and be able to use other materials in the mix.

ConceptsAuto Material is a function that helps automate material creation. It involves creating a new material function and adding a Make Material Attributes node. This is followed by adding a Sampler node and connecting it to a function input. You can also add World Position, Absolute World Position, and Component Mass nodes.

Multiple noises allow you to add more complexity to your terrain. This is achieved by creating a noise parameter structure and adding all the variables under the noise section in the chain class. This will allow you to add multiple noises and achieve a more diverse landscape.



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