Is there a way to blend Landscape Layer by both positive and negative heights?

I managed to get the landscape layers to blend depending on angle of the faces using the “World_Aligned_Blend” function. But I would like to be able to get the landscape to blend in another material bellow a certain height (sand for beaches and bellow the sea).
Is this possible without importing an external heightmap? I would prefer it to be blended automatically so I can sculpt the landscape without having to import a new mask every time.

Thanks in advance!

I’ve found a semi-solution to this. Notice the Boundingboxbased_0-1_UVW node going into the Dot function. This would work well, if your landscape only has one bounding box. However, UE4 automatically wants to use landscapes with multiple components, and therefore multiple bounding boxes.

This is a problem because the Boundingboxbased_0-1_UVW node references the lowest point and highest point per bounding box, leading to very strange results at grid sections (hills switching between grass and snow at grid lines). It’s taking the average height, and interpolating where to place the textures based on that.

Unfortunately, I have found nothing to reference the world’s global coordinates properly. Everything else I’ve tried either causes odd blending or clamps the layers to (above/below 0 on Z) which is not what I wanted.

Hopefully this at least gives you some ideas of how to implement a solution. This has been giving me a headache and giving me sad unhappy thoughts for the past few weeks. I’d very much appreciate your feedback

Thanks Daverex!
I ended up importing a .raw file for the layer I needed, didn’t manage to figure it out. You came much closer than I did though. Hopefully you’ll be able to figure it out, I never got it this close to working so I can’t really help much.

Here’s a present, have fun.

This is a nice blogpost that shows how to do it :slight_smile: