A tutorial covering how to add manual paint override capability to an auto terrain material in both Unreal Engine and Unity. The auto material automatically applies grass, dirt, rocks, and snow based on slope angle and altitude, but artists often need to manually override specific areas. In Unreal, this involves setting up target layers with layer info objects and inserting a Landscape Layer Blend node into the material graph. In Unity, the equivalent is achieved using a height-based splat modify node combined with custom layer blending logic. Both approaches allow the auto material to remain the default while enabling painters to override specific terrain patches with chosen materials.

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