
Açıklama
Preview: https://www.youtube.com/watch?v=zNoEWqc_cL8
Documentation: https://drive.google.com/file/d/1mdHuVFSo6x-w6JEe-J_N2fNIoqZeUxHv
Landscape Manager
Landscape Manager is a powerful and flexible Unreal Engine landscape material system designed for artists and developers who want full control over terrain creation without sacrificing performance or workflow speed.
It combines manual painting, automatic slope-based materials, advanced PBR controls, procedural variation, and distance-based anti-tiling into a single, production-ready solution suitable for open worlds, realistic environments, and stylized terrains.
Key Features
🔹 Full PBR Texture Support (Per Layer)
Each landscape layer supports:
Base Color (Albedo)
Normal Map
Ambient Occlusion
Roughness
Height / Displacement
All inputs are optional and fully customizable per layer.
🔹 5 Fully Customizable Landscape Layers
Paint manually or use automatic blending
Independent control per layer
No fixed usage rules — total freedom
Each layer includes its own UVs, color controls, displacement, and blending behavior.
🔹 Advanced UV Controls
UV Scale (tiling)
UV Offset
Texture Rotation
Distance-based UV scaling to reduce visible tiling on large landscapes
Ideal for large open-world terrains.
🔹 Triplanar Mapping for Slopes
Optional triplanar UV mapping per layer
Perfect for cliffs and steep slopes
Prevents texture stretching
Adjustable blending strength
🔹 Advanced PBR Controls (Per Layer)
Fine-tune the look of each surface directly in the material:
Normal Intensity
Specular Intensity
Roughness Multiplier
Ambient Occlusion Strength
Color Tint
Saturation, Contrast, Brightness
All parameters update in real time.
🔹 Per-Layer Displacement Control
Independent displacement amount per layer
Easily balance detail and performance
Ideal for rocks, ground breakup, and terrain depth
🔹 Dedicated Puddle Layer
Paint puddles anywhere on the landscape
Control wetness and surface response
Perfect for rain, mud, and damp terrain effects
🔹 Automatic Material Controls
Slope-based blending
Adjustable slope hardness and softness
Min / Max height limits per layer
Precise control over where materials appear
Ideal for biome transitions like grass → rock → snow.
🔹 Noise-Based Texture Variation
Procedural noise to break repetition
Adjustable scale and intensity
Adds natural variation across large terrains
🔹 Procedural Static Mesh Spawning
Spawn meshes such as:
Grass
Rocks
Debris
Custom static meshes
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