As the topic says then i am looking for a way to lock the orientation/vector/direction of a terrain material so when i rotate the terrain it does not change.
Currently i am using the Brushify auto material (its using blends/slopes alot) but i cannot figure out a way to avoid it changing the sloping/texturing changing once i rotate the terrain.
I tried to contact the creator but he was not able to offer further support as its a rather particular use of his material.
Also tried on the forums but didnt get much traction there, only to try world aligned texturing and while it didnt work with the Brushify material it did help with the basic world building (which is now done) but now i am back at this issue.
Anyone got any suggestions on how to fix/correct this or a way to get it working?
Asking case the project i am working on is an o’neill cylinder (gravity works fine) and dont really want to use static meshes for it as it drains a lot of memory and loses the ability to easily manipulate terrain.
By auto material i mean that it automatically assigns “rock” and “grass” textures depending on sloping, removing the need to manually paint every terrain which is very time consuming.
Also, my knowledge of advanced material design is rather limited, better at modeling and such
By automaterial i mean the ability to assign it to the terrain and let it fill out how it looks based on sloping values. Using a “normal” landscape material may work but i have no idea how to do so and it would also require manual painting each terrain, removing the value of the automaterial functions.
Hiya! Just wanted to let you know that i found a solution to the texture issue and it is now resolved (via Ue4 forums and a ton of tut’s) Here is the result
You could make a new auto material Let's make an MMO in UE4 - Part 4 (Landscape Material) - YouTube
Which basically blends two (or more textures) based on an “up” vector and the local normal
(this is done by taking the dot product of the two vectors which gives the sine of the angle between the two vectors multiplied the individual lengths)
Assuming for simplicity that the axis of your O’neil cylinder is the X axis then the up vector becomes the local landscape position with x set to 0 and then normalized (forced to length one)