Lava Terrain Heightmap in Gaea & World Machine with GeoGlyph
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.

Here’s a breakdown of the main maps: Albedo/Base Color, Ambient Occlusion, Roughness, Normal Map, Heightmap, and Emissive.

This breakdown includes the following render passes: Beauty Pass, Albedo/Base Color, Emissive/Heat Map, GeoShape, Normal Map.

The focus of this project is to create a reusable texture network with Gaea, World Machine, and GeoGlyph that can take any terrain Heightmap input and produce data masks for Unreal Engine. These terrain-specific masks can be used in Unreal Engine for painting and blending landscape ground material layers, or they can be used to procedurally distribute material layers via Auto Landscape Material systems.

The color representation in the rendered images is for look development purposes only, as the color textures are not directly used inside of Unreal Engine (except as a global Tint Variation overlay when desired).

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.