Mountain Terrain Heightmap in Gaea, World Machine with GeoGlyph & Unreal Engine
The same Heightmap and texture graph network are used in the renders above, with changes made only to the color gradients. These images demonstrate the texture network’s ability to quickly produce color variations for look development purposes.

The same Heightmap and texture graph network are used in the renders above, with changes made only to the color gradients. These images demonstrate the texture network’s ability to quickly produce color variations for look development purposes.

Masks that share common traits are grouped together, leaving room for expandability within the region without affecting the rest of the layout further down the chain.

Masks that share common traits are grouped together, leaving room for expandability within the region without affecting the rest of the layout further down the chain.

Masks created with this terrain can be used in Unreal Engine for painting landscape material layers or used with procedural scattering systems. In order: Vegetation Scatter Map, Cliffside Growth Map, Slope Map, Crevice Map, Soil Map, Cavity Map, Flow Map.

In these examples, the data masks created for this Heightmap are used to paint and blend five landscape ground material layers from the Procedural Landscape Ecosystem (PLE) inside of Unreal Engine.

In these examples, the data masks created for this Heightmap are used to paint and blend five landscape ground material layers from the Procedural Landscape Ecosystem (PLE) inside of Unreal Engine.

The goal of this project is to produce a texture network inside of Gaia that can generate terrain color variations for look development, and data masks that can be used to distribute PBR landscape material layers inside of Unreal Engine.

The overarching thought process behind the texture network's graph layout is to organize masks that share common traits into their own clusters. This allows for each cluster to expand vertically if additional masks are later needed, without disturbing subsequent clusters down the chain. The graph is highly reusable; inputting a new terrain Heightmap will quickly produce data masks tailored for that terrain that can be imported into Unreal Engine.