Global Color/Normal Map on Terrain

I was wondering if there was a way to get a global color and normal maps on your terrain. I am going to use a splat for texture placement. But in my terrain pipelines for cryEngine, and Unity a global colormap and normalmap can be used on top of the textures, especially for far distance renderings. Is there any documentation of 3rd part tutorials that show how this can be achieved. I use world machine to extract all my maps.

The way I did this was:

  1. Overlaying the color map using a Blend_Overlay node in the material editor for the color map.
    2)For the normal map, you can either Overlay (doesn’t always have great results) or component mask the tiling texture’s RB channels and add them to your big normal map.

You can create a material instance to control the strength of blends.

Here I have a poor example showing how the normal map blends (no color map example because I was using grayscale detail maps for this) Top with, bottom without.

I found a method to get it to overlay the colormap on the terrain, you can see it here in this UDK tutorial at about 11 minutes- How to import a terrain to UDK - YouTube

The colormap looked good for far distance, but up close it was blurred, and looked too stretched.

I was pouring through the documentation and noticed that the “landscape” system seems to be different than using a static mesh for a terrain.

I came across this video here- Creating a quick Unreal Engine 4 desert scene - YouTube
The guy seems to have a material on the landscape that detects slope and paints textures accordingly. Is there any tutorials you know of that could show me how to set this up. I did not see anything in the documentation.

Could I bring in a landscape plane like he has, and then sculpt it by importing the heightmap With the material detecting the slope? Or are static terrain meshes, and this “landscape” feature completely separate?

Sorry if I am not being completely clear.

I was actually looking for a similar answer when it comes to the terrain and painting based on slope and/or elevation.
Does anyone have any idea or thoughts on how this gent achieved such a wondrous thing?